Posts by Duplicate Tito

    Allthough I will try to bring as much info as possible here, rigth now the best way to learn about this project is to visit the Infinity: The Quest for Earth official web .



    Here you have a thread with the "contributions design doc", that is a briefing about the project and how you can contribute if you like.
    You can find and download it HERE


    Infinity is a massively multiplayer online game set in a futuristic persistent universe. Players can discover a huge galaxy with billions of planets and can explore, fight, trade, socialize.. the possibilities are endless!


    Current development status




    * Open ended gameplay: unlike many other games, Infinity does not force you to play in any specific way. The game is race-less, class-less and skill-less. You can play as a merchant, trade, mine asteroids or minerals on planets, explore the galaxy, do scientific research, create your own industrial corporation.. or, if you are more into action, play as a space pirate.. at your own risk.


    * Real-time fighting: most MMORPGs today use a turn-based approach to combat. In Infinity, you are directly controling your spaceship movements and lasers. Your own skills and dexterity will make the difference, not a bunch of stats on your character!


    * Persistent universe: infinity is a massively, multiplayer online game. The universe is persistent. When you are not playing online, the game does not stop. Other players continue to play, the universe evolves, and new things are always happening.


    * Procedural universe: procedural programming is a technique to let the computer generate the game universe on-the-fly, in real-time on request, rather than manually building everything. Because of this, the generated universe can be absolutely huge. In Infinity, billions of worlds, most of them never explored by any player, are awaiting the adventurous soul.


    * Seamless engine: Infinity's engine features a completely seamless experience. You can fly in space and land on planets.. without any loading times or unnatural transitions.


    * Planet landing: you are not restricted as to where you can land. Explore every square centimeter of your home planet! On planets you can see the flora and fauna, find oceans, hills, mountains, cities, and a lot of other details.


    * Unique quests: Infinity offers a wide range of missions available in space stations or cities. But sometimes you might want to try something more challenging. Discover the storyline's quests. Unlike missions, quests follow a real story, and can only be accomplished by one player (or a group of players). Once the quest is done, it disappears forever from the game and is no longer available to other players. Be the first to complete a quest, and you'll get fame, money... and much more.


    * Newtonian physics: rigid body physics are used to simulate the game objects. However, the newtonian space flight will be controlled by a computer, which will simplify the navigation. The amount of inertia is automatically adjusted. It will be very easy to travel in space, land on a planet, or dock to a station in manual mode.


    * Astrophysics: Unlike most other games, Infinity respects the relative scales and distances one could find in space. Realistic orbits are used, and planets move in real-time. Many systems have multiple suns, with a complete hierarchy of celestial bodies orbiting around each other. You will find moons and asteroids in orbit of larger planets, themselves orbiting the sun(s).

    All the parts are now there, Including The Co-Ords to find them


    I have Both the Time and Cloak and I found them all at the Listed Locations


    regards


    Col.Falcon


    Cloak


    Phoenix D 8
    Hydra M 14 (Danger Lots of Collective, (Don.t go here unless ready)
    Lacerta I 8
    Draco I 10
    Trianglum F 2
    Chameleon I 8
    Dorado J 11
    Pyxis C4
    Andromeda H7


    Systems with Time Parts


    Solar (2 parts) 1 at H 10 and go through the Gate and then H10
    Ursa Major H 12
    Galactic Core G9
    Norma G9
    ARA (there are 2 Here) B3 Follow the Blue Markers (Watch out Mines)
    Pyxis C4
    Pyxis (go to the jump point at H,I 8,9) then it is at M,N 13,14

    The game

    You've said there are about 2000 missions in the game, are the story missions included in that number and if not how many story missions can we approximately expect? Just wondering how many hours of campaign gameplay we can expect next to the free mode.

    No, 2000 are only the side quests:
    Destroy building
    Counterstrike
    Destroy capital ships (big battle, war)
    Hacking (hack buidling)
    Head hunter
    Infected planet (clean planet atmosphere)
    Orbital cannon (protect planet from pirate attack and destroy cannon)
    Protect (protect cargo ship from attack)
    Operate satelite

    There are more than 20 story missions. I didn't count how many hours it would take to complete all missions but it's a lot. It depends on a lot of factors. For example if you only play the main story quests this can be a lot faster. But this is hard because for some missions you need a better ship and help from your wingmen and you can't acquire that fast. Maybe 10-20 hours I guess and this is not official.

    Can you explain a bit more indept the difference between the professions and give some examples of what certain professions can't and can do?

    This is from my head. I will add if I think of anything else.

    Trader - Better chance to trade with other hostile civilisations with ID cards. Bonus on cargo space and weight,
    id cards, mining tools and nano bots.
    Wingmen: 2

    Spy - Can hide himself better. Less attacking ships when hacking or attacking buidling.
    Lower negative diplomacy point when killing other races. Bonus on ID cards, speed and afterburner.
    Wingmen: 1

    Soldier - Bonus on damage booster. 20% higher refund from dismissing wingmen. Bonus on armor, weaponary and maneuverability.
    Wingmen: 3

    Scientist - Better crafting and mining deals. Bonus on shield, nano bots and jammer.
    Wingmen: 1


    Headhunter - Better reward when solving headhunter and counter strike quests. Bonus on weaponary and maneuverability.
    Wingmen: 2


    Engineer - Price 20% off for repairing. Can modify mining tool to repair other ships (Heal wingmen). Bonus on speed, afterburner
    and cargo space.
    Wingmen: 2


    Pirate - Better faction with the pirates. Bonus on speed, afterburner, cargo space ad ID cards. Better chance for someone to drop his cargo to you.
    Wingmen: 3


    Policeman - Lower diplomacy points if attacked by someone first. Better chance for someone to drop his cargo to you.
    Bonus on weaponary, maneuverability, speed and afterburner.
    Wingmen: 3


    Adventurer - Better advance in experience. Nothing special. Not good in anything specific but not bad.
    Wingmen: 3

    What can we expect out of rank advancement? Can you tell us how many ranks you can gain and give an example or two?

    You can gain 30 ranks/levels and some of them (names) you can find here on forum. On forum ranks depends on post count and in game rank depends on experience.


    Suppose you have gained a very high reputation in the galaxy what kind of advantages does that give us?


    Higher reputation = lower chance to be attacked by that civilisation. So you can more safely fly on that sector and you have more ally to help you.
    Better chance to trade with that civilisation, buy specific weapon from that civilisation or use specific building of that civilisation. Better chance to get wingman from that civilisation to help you. Every buidling has specific purpose. We building can repair you armor, other repair durability, ... rise diplomacy, clear map fog, trade minerals, trade ships by lower price, leave items repository etc.


    When you are in battle you said that NPC's will communicate with each other. Can we hear them talk or will you keep it as realistic as possible and we won't be able to hear a thing?

    Yes you can read and hear what they are talking. Maybe it's not the most realistic but game is much more alive in that way.

    At the start of the game will players be able to choose out of different modes to play the game i.e. arcade or sim?


    Yes and in SF2 we call it difficult (Easy, Normal, Hard). This will influance physics, AI, experience and difficult of game in global.

    Will there be different sound effects for each weapon?

    Naturally.

    Will we play with the same character in the story mode till the end or did you make the story in a way that we'll play different characters?


    You will play only with one main character but with other characters on your side.

    Will all factions be playable or just the humans?


    Almost all Factions are playable just not the Collective and Yah-An-Ra.
    Do you also get the option to choose a certain profession in the story mode or is that predefined to fit into the story?


    Yes, in story mode you can choose class(profession) and ship name. You can't select the ship, character and civilisation.

    Can you tell us in which faction you start in the story mode and is there a possibility that it'll change during the story line? Without revealing too much of course about the story line.

    You start as EMD (your favorite faction James Wink). No, you can't change faction once you choose it. But maybe you change your opinion about them and start fighting on the other side. Big%20smile


    How many different ships will the player purchase/receive(?) in the story mode?


    Same like in free mode: 14
    How many different ships can the player purchase in free mode?


    Same like in story mode: 14

    What is money called in the SF2 universe? Is it credits or have you guys invented a new term for this?


    In game you we call it credits but I like to call it "kuna" Big%20smile


    How free will the player be in exploring/visiting other systems than the one he/she starts in when looking specifically at the story mode?


    Totaly free. There is no restriction.

    Will Quests just be available at Station or Bases or can you talk to a battleship or some friendly ships to get some?


    You can only get quest on station.

    About the Bountyhunters. Said that the names for Bounty Hunters will be used in game. So, I'm just wondering...
    If we just eliminate one of the Bounty Hunters, let's say [HeadHunter] CidoQ, will he respawn again later time?


    No if name appear in quest list, this name will not respawn again. There is only one quest with that name. But we also added names to regular name database so your name can appear on any bot/NPC from that civilisation. For example Lt.James is in EMD data base so you can meet him there more than once. Angga is also EMD and e.g. Veki is Makkinist :)

    Will there be secret systems that you find a jumpgate to get there hidden somewhere deep inside a dangerous place to get too?


    Yes.


    The graphics

    Will each system have its distinctive look next to different colors/textures for planets and space stations within that system?


    Yes every system has different look (objects (count, type, position, scale), sky textures, clouds, nebulas, planets, sub systems, anomalies, buildings, ruins, ships). There is no same planet in any system. Every sector has 0 or more than one station. Also you can find another civilisation station in same system but only if they are friends. For example you can't find pirate station in solar system. All civilisations have same look main station except makkinist and draglon race so you can expect min 14 unique stations in game.

    The gameplay

    How does the handling feel on the different types of ships we'll get to fly in SF2? Will they all feel the same or will we have to take certain things into account?


    No it's not the same. We have light, medium and heavy types of fighters. Here starts the first defference. Larger fighter is more heavy and has better resistance to angular velocity. When ship gets hit by a laser or a projectile he gets kicked and gets a small angular velocity (spin). Bigger ship will get smaller influence. Capital ships don't have angular velocity.
    Also manoeuvre depends on ship manoeuvre level. Some ships have better starting stats on weapons and other on speed or cargo space.
    If our cargo is full our rotation was slower so it's better to dont go into battle with full cargo. You are gamble to loose it. Better leave it at repository. And ship with bigger cargo space and weight will have smaller influance on agility. And difficult on which you are plaing also influnce manoeuvre. For easy mode friction is much higher and is inertia is much lower so controling ship is easy. In hard mode you will much more glide before you kill engine and because of that battle is much more harder.

    What will exactly happen when we approach a station we would like to land on? Do we have to select different options on a communication channel to get clearance for landing?


    Similar to Freelancer. You must be near station gate to see the enter sign. Then you just pres "Dock" key and short cut scene of entering will bring you in.

    How will mining actually take place and can you let us know which kind of materials we get to mine?


    First buy mining tools. When you spend all mining tools you must buy new ones. When you have the mining tools you must approach an asteorid and target it. After that press mining key and with a yellow beam you start damaging the asteroid. After a few seconds the asteroid will be destroid and you can maybe find minerals between debrises. If you see something, teleport it with your teleport key as any other cargo. You will loose one mining tool only if you find something Chance to find something depends on your class and mining experience. More you mine, you have better chance to find something and loose less time. You can mine only bigger asteroids but not to big. If you find good mining field somewhere its good to mark this field with a bookmark. Collect materials for crafting or selling. If you don't want to carry all cargo leave it at the repository. Next time I will write some material names that we can mine.

    Will it be required during the course of the game to purchase all available ships to be able to survive in the universe or can the player upgrade the first ship he/she purchases/repairs enough with upgrades that he/she won't have need of another one?


    You will need to buy at least one more ship because you starting with light fighter and this fighter can go more than level 5. Medium fighter can upgrade to level 7 and heavy to level 10. And you don't need to buy medium fighter before heavy.


    When you enter a new discovered system, will it be up to the player to discover special items or will you get notified on screen that there are special items to be found within that system and you just have to look for them (think about Darkstar One here)?


    You will not be notified. You will need to discoverd them by yourself.

    Do we have a flyway path with the map as in freelancer to make long trips allmost automatic?


    We have something like this but is not same like in freelancer.


    How does it work to make a ship to drop the cargo for you?


    You need to open comm channel and tell "Drop your cargo" Big%20smile. He will decide if he will do that. And this depends on your , rank, his rank, your class, his civilisation etc. or he will attack you.

    About channel com feature, What kind of usefull commands do we have? Orders to wingmens, droping cargo, anything else?

    Send insult, request truce, join formation.

    Do we have "mach speed with enemy" option? For the dog figthing...


    Yes.

    Do some missiles have kind of "lock systems"? I mean a system that you have to aim them for some seconds and after "Locked" is activated...or they lock enemy automaticly.


    Yes.

    How smart will the AI actually be? Can you give us a few examples of what you encountered while playing the game and that totally amazed you?

    Hmmm... this one is good.
    I was tried to attack one EMD fighter and he call for backup (i din't look around). I could not handle three fighters at once and I was weak in armor and shield. Because of that I was try to hide myself in the middle of the ruin and recharge my shield. And I made to enter between two walls but from top I was still vulnerable. And he nail me through that hole with his friends.

    Will missile, laser, torpedo, mines & counter measure mounts be interchangeable? (for example in FL you could switch missiles and lasers but mines, countermeasures and torpedoes/cruise distributors had their own special mounts.)


    Something like that. Nano bots have special mount slot, mining tools, also. Primary weapons (laser) special slot and projectiles special slot. You can't mix them. You have special key to cycle through primary weapons(lasers) and special key through secondary(projectiles) wepons. Last selection is always full guns or full projectiles.

    Will guns have recoil? (i.e. if you shoot a powerfully weapon will you get a slight push back? or will the gun mounts themselves recoil(like in FL))


    Only biggest one.

    Can you explain more about the "repository"? What it is, how it works?


    This is a small building that can be found near station or other buildings. You can dock to that building and leave there your items. There is no restriction on item count but if you leave something in one system in one repository you can't see that items in other repository. They don't share same space. So if you leave something i Solar you must pick that up in same place. Those items will wait for you there. This is good feature if you are collecting some items for crafting or leaving something before battle. In battle you can loose items that you carry. Or leave there weapons that you don't want to use, sell or carry around at that time.

    Will there be 'cruise engines' that allow fast travel within a system when not in combat?

    Yes something like that and only if combat is not active.

    The possibilities

    Correct me if I'm wrong but haven't you told us recently that ship customization will be in the game? How much can we customize it then to give it our own personal touch?


    No. There is a talk about ship customization but but in SF2 will not be in game ship editing. You can just choose name for you ship.

    Will you allow players in free mode to setup their own faction and hire NPC's to work for/with you? If the answer to question 7 is yes, will you be able to do this together with a buddy?


    You can't make faction. You can hire wingmans and call your squadron as you like.

    Could you please give us the main reason why you guys decided not to go MP with SF2 and why there is a chance that you'll keep it for SF3 i.e.?


    Right now I can only tell you that if we make SF3 i will be 100% game with support for MP.

    When we look around in the cockpit with our hatswitch (joystick) or with the mouse/keyboard buttons do we only get to look sideways or can we turn 360°?
    If we can turn around 360° do we get to see the seat and when we look down our legs and feet as in a flight simulator game?

    No you can't see your legs and seat. We can't trun 360°. But we can look behind with special key. Or we can enter orbital camera view and see ship from different angles.

    Once the game has been released and everyone has enjoyed playing it to death they will then hopefully start to look at playing with any mods or scripts which will hopefully be produced.
    Q...If a part of a mod/script proves to be popular with the players would the developers be prepared to look into adding the popular part into either an official addon for SF2 or, as a part of SF3.

    Of course. This is not a problem. But everything depends on SF2 popularity. This only has sense if the game is accepted by the players and the community.

    Will sound be implemented to be able to use: EAX, 5.1, 7.1 speakers?
    Specially will it be possible to have positional sound?

    Yes game supports 5.1, 7.1 speakers and EAX.

    Will there be a flight recorder mode? I would like to be able to record my massives battles and then play it back later and be able to adjust where I see the battle from!


    No. In engine there is recorder but only for camera. Not for other entityes. In console you can type RecordDemo Demo001 and then move camera. After that StopRecording. PlayDemo Demo001 will play it. We are using this for benchmark demo.

    Will the player get to see visually the changes to his/her ship after upgrading it with different parts? Meaning will your ship look different in the end than when he/she purchased it?


    No.

    Because gun mounts do not change appearance, does this mean a ship without any weapons will look from the outside exactly the same as a ship of the same type with the most 1337 set of accessories available?


    Yes.

    Will ships have turrets and if so, will it be possible to have a turret camera to be able to shoot at behind or up/down enemies?


    Ships does not have turrets so there is no turet camera.

    Will different levels of armor make a ship look different? (if not add it. all you need to add is a few(14xamount of levels=a few) slightly adjusted texture files, and a tiny bit of code.)


    No. It's not tiny bit of code.

    Will there be a rainbow canon?


    No.


    Will different weapons have different gun fixtures? how different will they be?


    No.


    Will there be drunken drivers(pilots)?


    No.

    Will NPCs taunt you for things like, shooting them, running away, asking them to drop cargo, fixing there ship?


    Yes.


    Since engineers can fix ships is it possible that damaged NPC will request a quick fix, and maybe even offer some cash?


    No.

    Can you dock inside large cruisers or carriers like with space stations? (It would be cool if you sign up to work for someone as a hired gun and dock in his cruiser while he flies to his destination.)


    No. They are not so large but is cool idea for future versions.

    The extra info

    You seem to have a very qualified team there looking at the beautiful graphics in the screenshots and the trailer and the tests that have been posted on the boards before which show us that even somewhat older computers can still run this game with a decent FPS. How did you manage to do that and still keep those graphics crisp and clean?


    The key is in optimisation. Draw less as you can, optimise shaders.
    Sort everything as you can and don't draw or calculate something that is not important or it's no visible. Discard all unnecessary object before drawing. Put invisible objects to sleep and don't calculate nothing that you don't need. Also make several type of lightings so people with slower cards can still run game in decent frame rate.

    Who is your "secret" publisher?


    I'm not allowed to tell. When it's time, publisher will tell. (In the meanwhile we know that the publisher is JoWooD Productions and Dreamcatcher for the US)

    When will we get the new trailer?


    Sorry! When it's time, publisher will tell. (the second trailer was released on April 27, 2007 and can be download here)


    When will SF2 really launch?


    Sorry! When it's time, publisher will tell. (Spaceforce: Rogue Universe was released in the US on June 5, 2007 and the expected releasedate for the UK and other European countries is June 22, 2007)

    What copy-protection, if any, will you use?

    This will decide publisher. But our opinionis clear. We don't like it. Search forum for detailed answer (extended FAQ also). (No copy-protection was present when the game was released in the US)

    What category of gamers are you going for, mainstream casual, or oldschool hardcore, and how will that affect the gameplay?


    Something between casual and oldschool hardcore. I think that everybody will find something for themselves.

    Are you guys considering add-ons in the future for SF2 which add new systems, new races, new factions, new weapons, new ships, new textures for your ships, a new story and new side missions or would you rather consider SF2 as the main game followed by several episodes instead of add-ons?


    This will decide publisher and popularity of SF2. But we will like to do something like that.


    When gamers buy the boxed version, will there be a galaxy map included as well as a keyboard layout card?


    This will decide publisher. I will edit this if I get more informations.

    Are you guys considering a collector's edition and if yes what kinda of extras can gamers expect?


    This will publisher decide but we support that idea.

    Who composed the music for SF2? How are the ingame sounds handled and created?


    Music was composed by various artist including ours (two songs made by Provox you can find here: http://www.spaceforce2.com/downloads.aspx).
    All sound effects are also done here by Provox.


    Do you know already who will be taking care of the voice acting for the English version of SF2 and do they already have experience in voice acting for games?

    No we don't know. This is the publisher's job.

    When can we expect the official minimum and recommended system requirements? I'm sure a lot of readers will feel more secure if they can see those.


    Still this is a minimal confguration (but check this out NON-STANDARD TEST - Celeron 2,6,256 Ram 9800 xt:


    Minimal configuration
    Processor min 1.4 GHz
    DirectX 9 compatible graphics card 128 MB
    16 bit sound card
    512 MB of RAM
    2.2 GB free hard disk space
    Mouse
    Keyboard
    Installed DirectX 9.0d
    Will the modding tools be released together with the game or do you plan to release them afterwards?

    If we release it, this will be afterwards.

    What status is the game in now and is there still room to make changes in case someone came up with a refreshing and amazing new idea to implement?


    Game is at finish so big changes are impossible. We can maybe change just small balance stuff, maps, ikons textures and maybe add some new weapons.

    I'm not expecting an exact date on this because I know you won't be able to give me one for now, but any idea approximately when the publicity campaign will start? In a couple of days, in a couple of weeks, in a couple of months?


    No we don't know. This is the publisher's job. But I think is more like weeks than mounts. (In the meanwhile the publicity has started leaking out slowly)

    Is it wrong to love this game so much you have a tatoo of the logo on your body?


    No, there is no problem! But you must send us a picture of that tatoo Big%20smile

    Are you conscience how much are we expecting this game to be released? (This one you dont have to add it, just kidding leva)Smile


    no LOL

    This Q&A list was last updated on June 18, 2007

    Some tips about editor ALPHA;


    Question: If we make new maps and want to use them as new sectors to explore what do we need to do to make it show on galaxy map and be able to travel to and from them?


    Answer: Go to Data\Map folder and open Nodes.txt

    In that file you can add new routes and new nods (maps).
    But I think that you will need to visit neighbor node to open new route.


    About planets in editor:
    Planet can be very huge, planet don't write any Z(depth) value.
    If you editing only planet, just place small planet in the center of the map and disable grid.


    About how it works:


    You can move object and camera at same time. Try selecting object and hold mouse then move camera with arrow keys. In that whay you can carry object on other place very fast.

    I will try to gather here as many tricks and Hints i can find for the game.


    1.- How to play story line with any race:
    Open your profile with wordpad and find this line:
    gametype: 0 and set it to gametype: 1
    Now, go to solar system and I think first quest will start. So this is a hack so you can play story with any race :D


    Clarification, for those that dont know about the game, you can play it in 2 ways, story mode and free mode. In story mode you begin as EMD race and finish with it, in free mode you can choose almost all races...but dont play story line. Well with this trick you can now... :D


    Another hint.


    Is there a way to change mian guns in battle? if there is tell me please. if not then why can yiu equip 2 mian guns and 2 missles?




    The only way to open the inventory in battle is to change the config.cfg. Open the config.cfg with wordpad in spaceforce2/system and change this line from "EnableInventoryInBattle: 0" to "EnableInventoryInBattle: 1" (without ").
    Your other question is easy to answer. Only heay fighters have 2 guns and 2 missles slots.


    You can find the heavy fighters here:


    Ord_Patrolship (850 upgrade points) find you in the Aguila System, costs 95.800 Credits.


    Makkinist_FighterDrone (900 upgrade points) find you in Canis Major System, costs 104.300 Credits.


    EMD Valkyrie (800upgrade points) find you in the Caelum System, costs 90.600 Credits.


    UF Valkyrie (700 upgrade points) find you in the Serpens System, costs 85.900 Credits.


    PS: All Ships find you on the big trade stations in the system.

    Here you can find the mods that has been released by SF2 comunity allready, some are WIP(work in progress) and some are finished. Yep, new ships has been released and new planet surfaces too. There are talented people working there, there is a project to make Landalbe planets even.

    Thanx very much for the chance OP¡¡ I will do my best¡¡



    I invite you guys to visit the Space Force 2 forum section here in SWAT portal in order to get info about this recently released game. It worths to test it and IMO it has big possibilities for modding and future.

    The 1.2 version of the patch is still in developing, you can find his evolutions here



    Up today these are the improvements:


    SpaceForce - Rogue Universe Patch 1.2


    FIXES
    - fixed bug with text,shield and armor overlapping on wingman list
    - fixed wrong text displaying locked ship's distance (near lock rectangle)
    - fixed crash when matching a speed with a building or a turret
    - fixed bug where second tutorial stage was accidentally skipped
    - fixed bug where materials were illegal goods on pirate stations
    - fixed crash caused by mine destruction
    - fixed bug with clearing the lower right corner of the mini map
    - fixed some bugs with overlappig text in few localisations
    - fixed bug with volumetric fog, shader 3.0, HDR and star effect where half
    of the screen become white
    - fixed bug with makkinist huge armor and shield
    FEATURES
    - ship durability price is now 5% of ship full price


    MODDING

    The patch 1.1 has been relased allready and this are it features (wich are a MUST to be able to play, install it at all cost) you can download from here, SpaceForce 2 Patch 1.1



    SpaceForce - Rogue Universe Patch 1.1


    FIXES
    - fixed bug where resolution couldn't be changed
    - fixed joystick bug where truster is truned on by default for all joysticks
    - fixed bug where the game freezes (all ships stay on one place)
    - fixed bug where player's shield suddendly becomes undefined
    - fixed bug with infinite motion blur
    - fixed problem with missing piece of time and cloak device in Andromeda and Pyxis map
    - fixed bug where an NPC always attacked the player if he was under attack by the player's wingman,
    now he always attacks his attacker
    - fixed menu bug where right mouse button executed wrong actions
    - fixed bug where return from hiden systems caused wrong data to be loaded for normal system maps
    (wrong system name, prices, ships etc)
    - fixed bug with inconsistency with upgrade prices (5-6 level) and now upgrade cost for every level can
    be edited from GlobalData.cfg
    - fixed PageUp and PageUp key bug (where always mapped to single hit)
    - BioFlux gun is now lowered in position not to obscure the view with particles
    - fixed bug where building fighters didn't come out when we were busted in building hack
    - fixed bug and exploit where turrets fired on player even if something is on fire line (building, other turret, ship,...)
    - player can not anymore bribe building and station defence fighters
    - fixed crash bug with com channel when target has been deselected and then executed action
    - fixed exploit where shield has been restored while we are in inventory
    - fixed exploit with sniper mode and fast fire rate after unequipping sniper tool
    - fixed bug where various sound effects started to play while loading screen was active
    - increased wingman tolerance on our fire
    - wingman fire is not anymore reported as our fire
    - sniper laser doesn't deflect any more from other objects
    - the game will not crash any more if music engine fails to initialize because of unsupported codec or any
    other similar problem
    - fixed bug with the crash when selecting a profile that contains a dot (".") in the profile name
    - fixed bug with using truster on Logitech Extreme 3D PRO joystick
    - fixed crash bug when creating new profile after playing the game some time with another profile (game still running)


    FEATURES
    - added support for 1440x900 resolution
    - added support for 1280x800 resolution
    - added support for 8x Antialiasing mode (nvidia 8xxx series card)
    - durability cost changed to 1500 c
    - pirate first class is now more balanced (first mission also)
    - EMP now takes 20 units of the shield
    - illegal cargo for the current system we are in is now colored in red in inventory
    - crafting screen is now available in inventory (only for crafting info)
    - crafting screen is now available in repository (only for crafting info)
    - easy mode is now much easier
    - when the player hits other objects the bounce power is now lower
    - accepted quest location is now visible on the mini map screen
    - durability now depends on ship damage unlike so far where it depended on gameplay time
    - sniping mode has now 2x lower fire rate but does same damage
    - now there is a bigger chance that other NPC will attack our wingman
    - with cloaking device on less is the chance of getting caught while hacking
    - rebalanced experience rewards (buying upgrades gives now much less xp, mining now gives xp)
    - NPC fire angle is reduced
    - NPC can now go up to 30th rank, just like the player
    - buildings are now also charted on the mini map and player minimap marker is much bigger
    - now quest can be dismissed (new button) but with no refund
    - now in mega speed mode player can see projected icons (stations, gates, cargo) as well
    - a yes/no option for the 'Store Profile' option has been added
    - quests now don't respawn in stations if you undock and dock, they only respawn when you enter a system
    - solved or faield quests can now randomly be reactivated (can be enabled from config.cfg RespawnQuests: 1,
    disabled by default) and respawn chance can be also set from GlobalData.cfg (fChanceToRespawnQuest: 1.0)
    - teleport animation can now be disabled from config.cfg (EnableTeleportAnimation: 1)
    - Joystick roll (twist) can be enabled/disabled from Config.cfg (UseJoystickRoll: 0)
    - Joystick dead zone value can be now set from Config.cfg (JoystickDeadZone: 1000.0)
    - status of our wingmen's shield and armor is now displayed on the wingmen list on the HUD
    MODDING
    - time to recharge mega jump is reduced from 360 sec to 300 sec and this var can be
    now changed in GlobalData.cfg (fMegaJumpTime: 300.0)
    - radio chat can now be disabled from cofig.cfg (EnableRadioComm: 1)
    - experience messages can now be disabled from config.cfg (EnableExperienceMessage: 1)
    - user can now set radio chat frequency from config.cfg (RadioMessageChance: 100)
    - the amount of damage the planet atmosphere does to a player can be modified from .planet file
    - .model files can now be located in any data subfolder, unlike so far (they could only be in the data root)
    - now in config,cfg user can enable switching weapons in the middle of the battle (EnableInventoryInBattle: 0)
    disabled by default
    - Joystick truster can be enabled/disabled from Config.cfg (UseJoystickTruster: 1)
    - amount of shield for EMP and durability cost can be changed from GlobalData.cfg (fEMPShieldAmount: 20.0)
    - amount of shield for EMP and durability cost can be changed from GlobalData.cfg (fDurabilityCost: 1500.0)
    - in config.cfg there is a new variable (InstantQuestText: 0) which can instantly show quest text in quest log
    if set to 1
    - now it's possible to set own engine texture in Shipstats sfd file
    (e.g. SolidEngineTexture: Data\HardEngineDraglon.dds SoftEngineTexture: Data\SoftEngineDraglon.dds)
    if texture is not set the civilisation default one will be used
    - added possibility to change NPC and wingman fire tolerance from GlobalData.cfg (fNPCTolerance: 80.0 fWingmanTolerance: 140.0)
    - now it is possible to add an effect (particle emitter) on a ship in Shipstats sfd file
    - effects can be added on a map from Game Editor

    This is a manual made by SF comunity, it will be updated here




    v1.2 28/7/07


    Feel free to add or say or correct what I've written. Oh if this is in the wrong section by all means put it somewhere else~


    Video uloaded, sorry I'm so useless with these things so it's pretty poor quality unless you watch it on original size lol /squint


    Video - Mission 1 Solo (Adventurer the result, a rather short lived adventure) You will have an easier time as a Soldier class.


    Video - Mission 1 Capital Ship assist


    00 Intro
    01 Weapons & Tools
    02 Quests
    03 Wingmen
    04 Trade
    05 Mining
    06 Upgrades
    07 Hacking & ID cards
    08 Misc


    00 Intro


    No need for introductions, I'm a cat and I leave lots of hair on your bed, your chair and your clothes.


    As a new player to SF:RU myself there were many questions since the demo release due to the steep learning curve, but gradually by exploring with a little patience I was able to grasp and work out the features.


    Seeing as there were so many unanswered questions leaving dissatisfied players, some even to the point of frustration and shelving this amazing game. I decided to put something together for the new players such as myself who just simply want to get a head start into the game.


    What I intended to cover are the basic features you will encounter and how to use them for survival. Yes there is quite a bit to read but that is entirely up to you.


    In short this guide does not (nor will it ever do) cover the entire game, ships, weapons or story.


    Eventually someone sooner or later somebody will probably make a list of all the ships with stats and weapons.


    Note this is a single player POV and is similar to the demo in many ways, anyway to start off with... the nasty pirates at the very start.


    The Pirates!


    It seems as though each individual fighter has their own personality, I notice that some just too fast at evading and others just too slow letting you shoot them down with ease.


    In this case the first two pirates will go gungho on you :( you can either attempt to do the following.


    First option Solo


    1 - Switch your primary guns to burst fire (hit comma , < key) I had a much easier time knocking down shields like this.


    2 - Fly at max speed, crash into the targeted ship if you have to at least he wont know what hit him and youll get a few seconds to fire several bursts into him.


    3 - If he turns sharply hit boost the directional strafe keys to keep chasing him, launch your missiles when his shields are down. Sometimes theyll use nano bots to repair, that sucks but so can you.


    4 - With any luck youll kill one, then hit key R to lock onto your attacker and take him out the same way you did the first.


    Second option Run away


    1 - Soon as the pirates appear, lock onto one then turn tail and fly back towards the station, soon as you get close to any friendly fighters they will start attacking the pirates.


    2 - Turn around and attack the pirates with the allied support.


    First mission vs Pirates


    Class: Adventurer (possible even with the hardest class)
    Difficulty: Med


    Try and clear Harmonia's pop up tutoral before engaging the pirates otherwise hitting space bar during combat will kill your engines.


    It's a bit hard to see...


    Tactic is to draw and lure their fire at the Capital ship. Lure them and make sure you stay in the Capital ships FOV, the enemy AI at times will lead you away from friendly fighters but with the long range and highly accurate beam from the Capital they won't go far.


    Yes my flying is terrible!


    01 Weapons & Tools
    (the comma , < key switches between burst, normal shot and snipe)


    See Veki's reference
    Primary Guns:
    I gathered that most of the complaints are the long fights with the enemy constantly recharging its shields. Aside from recharging shields at a faster rate than you, dont forget they come equip with nano bots to repair :)


    Unlike freelancer where you can shoot down anybody with ease regardless if your guns were terribly weak against their shields, SF:RU is considerably harder as one type of weapon just simply wont kill them all.
    The variety of primary weapons at the start of the game will at least clue you in on the various types of shields and armour you are going to encounter.


    While on the trade screen selection, hover over the image displayed (bottom left) and it should show up some damage stats against the type of ship plate/shield.


    Faction - Shield : Plate


    Makkanist Nano : Trans
    Ord Nano : Trans
    Alreani Trans : Nano
    Ezodar Meta : Meta
    EMD Trans : Trans
    Pirates Nano : Nano
    Draglon Nano : Meta
    Chulta Olirion Nano : Nano
    Yah an ra Quant : Quant
    UF Meta : Trans
    Collective Bio : Bio


    Depending on the enemy shield your dog fight could take mere seconds or a few months. So equipping the right gun before a fight could save you some work.


    You can replace the Turbolaser with the Massdriver since it's literally a complete upgrade.
    Missiles:
    Early in game replace your Soft Missiles with Ecstasy Missiles as the price difference is about 10 credits but the damage is about 60% more.
    Use them pretty much as you would any other game, just dont be stingy on using them.


    Snipe tool:


    The sniping tool is pretty basic, once equipped select the snipe function with the comma , < key till you see a target icon at the bottom of your screen.


    See Veki's reference


    It deals 350% more damage with a slow rate of fire, effective at range (use the X key to zoom in) and usable in close combat but I'm a pretty poor pilot so I need burst fire to get some of my shots in :)


    Damage Booster:


    Increase your damage against capital ships, not sure if it works for regular targets. Once purchased can be removed and attached to another ship.



    Mining tool:


    Check mining section.


    Hacking tool:


    Check hacking section.
    02 - Quests:
    (update 28/7/07)


    (quests in a space age game huh? lol)


    Quests can be taken from any station you are docked in varying from hunting down targets to hacking structures. Quests cannot be cancelled once taken.


    It's an odd way of doing it but think of the jobs coming from an employer that you decide who to work for. You may diplomacy may drop with allies if the job involves attacking that fraction but you can raise it back up with another job.

    Green Text - These are jobs that are located in the system you are currently in.

    White Text - These are jobs that are located elsewhere in the Galaxy (probably not wise to pick these up yet unless you don't mind wandering into enemy territory)


    If you don't see any jobs in your region leave the station and dock again, sometimes new jobs will appear if not then fly to the next station and try there.


    Decide what civilization to take the quest for (in order to raise your diplomacy with them, even with the enemy if you want) and a small fee to accept the job.


    I don't think there are limits to the amount of jobs you can take on seeing as I had 7 at one point.


    Types of quests


    Head hunting: 4000 - 4500 credits


    Pretty much self explanatory but a few things to look out for, usually targets will have several wingmen with them.


    Unfriendly Groups - 2 or more then you want to stay at max range (red target cursor visible) with the snipe tool, you will with some luck draw each target away from the main group allowing you to dispatch with ease.


    Friendly Groups - Distance doesnt matter with this one, pick your target open up comms (default p) and insult him/her. This will make your target hostile leaving you to 1v1 without interference from his/her wingmen.


    You aren't doing anything bad these guys are evil just as the job description says, they just manage to put on a friendly uniform and pretending to be your friend. Insult them, use every wonderful language that orbits the sun and they'll show their true colour >:)


    Destroy Buildings: 6000 credits


    These buildings consist of a single structure and a few turrets, simply position yourself so the building is in between you and a turret. Shoot or ram the turret so it start's aiming at you then hide behind the building and sit back as the turret starts damaging the building, back out of there before the building blows as it will likely take you down with it. Quest complete with no diplomacy loss.


    Thanks to JortoBadFingers for the above.
    If there arent any turrets them shoot the building several times till it launches several fighters, pay them off (open comms P and ask to stop attack, youll lose about 100 credits which is a small price to pay) and then go back to shooting.
    Patch 1.1 Smarter turrets and can't bribe base fighters! You are on your own now :)


    Destroy Capital ships: 6000 credits


    Capital ships travel with wingmen so it's best to use the head hunter tactic and pick the wingmen off one by one before trying for the capital ship.


    Capital ships... they look dangerous but are nothing more than paper tigers. They only have 1 point of fire which is located near the front. Can you guess where its blind spot is?


    With its wingmen out of the way take your time in its blind spot since its slow moving.


    Reload Sat Data: 2500 credits


    Pretty much fly to the satellites (there are more than 1) when you get close to one you'll notice a square blue icon on the left screen much like the docking icon, hit Enter/Return key when it pops up and watch the red bar charge up. Move onto the next one till complete.


    I believe there are more than these 3 (4 if you count the 2 bounty hunting quests) I've been told there has been an protect cargo ship from attack job so don't feel let down if think these are the only type of jobs you can do since they are early in game :)
    03 Wingmen
    (update 28/7/07)


    Patch 1.1 smarter wingmen and enemy fighter a.i means they'll have their own personal battles and won't target you unless provoked.


    (the P key opens a comms channel with the fighter selected)
    Wingmen fight by your side and are a must have, personally I believe it should be the first thing you spend your credits on aside from supplies.


    Take on the cheap Satellite reload jobs for early funds, because when you encounter multiple targets let alone single targets you probably wont survive since this isnt freelancer!
    Wingmen are simply additional firepower using both main guns and missiles taking down targets faster however they do not provide distraction for the enemy to shoot at.


    They gain exp and rank up (strangely faster than you) they also won't leave you unless you dismiss or hit them one too many times.
    -
    Find a fighter class ship (no traders or capital ships sadly) select them with the V or F key then open comms with P and select option 1 asking them to fly in formation.


    Providing you have enough credits they'll join you.


    When you select a ship you can see a small number on the upper left of the target this I assume is their rank number, which in this case the higher the rank the more they cost.


    You can also check by hitting J (make sure your reticule is center on the target box) when a green box appears inside the target hit numpad 0 for a display with additional info.


    Wingmen notes
    You cant really count on their AI so during fights you may have to manually issue commands to attack your target.
    Your wingmen will accidently hit friendly targets in a cross fire and thus causing allies to attack them or you.
    Your wingmen will completely disregard your safety or life if you happen to be in front of them when they shoot or launch missiles.
    Your wingmen will not apologize to you when they shoot or crash into you.
    Your wingmen for some unexplainable reason crash and die in asteroid fields.
    You wingmen will die in meteor showers!
    Higher ranking wingmen tend to leave you at some point, It could have something to do with your rank being (and often) lower than theirs. Occurs mostly in crossfire when they had enough of you hitting them :)
    Unconfirmed - The reason why your wingmen are rarely targeted or why they cannot play decoy is because your diplomacy against that attacking fraction is the lowest, would explain why enemy pilots always aim at you.
    04 - Trade
    (updated 10/6/07)

    There are two news trade channels, one is a station broadcast I believe these are what the stations are interested in, the other is when you are undocked which could be what the traders want?


    Youll notice in the trade screen several little arrows:


    Red arrows representing profit loss, the trader is selling higher than the avg or your goods can be sold below the avg price.


    Yellow arrows representing a stagnant price, meaning they will never change.


    Green arrows representing profit gained, the trader is selling lower than the avg price or your goods can be sold higher than the avg price.


    Buying from stations and selling them to the travelling traders seems to be the easiest way to profit according to Warspite2, as for system to system trading I dont really know since its not as friendly as Freelancer.


    Apologies for stating the rather obvious.
    -
    At the start of the game for me and quite possibly other people, you wont be seeing those green arrows till a little further in the game. I cant confirm when the price shift happens but I only notice it based on the conditions of my character stats:


    Your rank is high enough (rank 5 at the time)


    Youve looted and sold x amount of cargo (there is an medal for traders selling about 20k cargo after all)


    Youve visited another system owned by another civilization (from EMD I went to a Makkinists system which mightve triggered profitable trading) this seems to be the most likely one.


    Trading seems to be sporadic depending on the ecomony sometimes they charge more for goods and other times they less. If you undock and redock at the station you will notice small price increase or decrease of the same items.

    05 - Mining
    (update 28/7/07)


    (hold insert key to mine)


    Buy mining tools fly out to an asteroid field (if I find one I usually bookmark them, hold down the Del key and press a number to mark your location)


    Key Insert to activate the beam and wait till the rock shatters, normally a cargo icon will appear for you to transport if not then move onto the next rock.


    Each successive mine will use up 1 tool.


    Note - To tractor cargo from debris you need Energy upgraded to 20.
    -
    According to Riff77 Command your wingmen to stay put while mining, which would explain their suicidal tendencies. Coincidently some of the cargo from dead wingmen contain narcotics...


    The more mining you do yields more minerals and/or success rate.


    Store your minerals in the repository. Repositories are usually located near the main station in a system they arent linked and act as individual storage so remember where you put your stuff.

    Unconfirmed - Meteors in different systems give a higher chance of certain minerals? They all seem to be giving me the same random amount of minerals so far. False


    Unconfirmed - The higher your energy upgrade gives you the ability to cut down those massive meteors? Seems unlikely. False

    06 - Upgrades


    Upgrades (power ups, boosters what ever they are called) are tools which give bonuses to your ship stats and provide the same benefits as upgrading your ship normally.


    Infinate use can be removed and attached to another ship.


    Check the Tech Lab tab when docked in a station to see the requirements, they range from +1 to +10 obviously the greater the upgrade the more minerals needed.


    Chances are you wont be able to get some of the 10+ upgrades due to ship weight and cargo. The Weapon, Energy and Targeting +10 upgrades are easiest to get since they require less minerals.
    -
    Paying a trader to view their special offers will sometimes offer these upgrades, I recently got a +9 Armour which wouldve been impossible for me to get at the time.


    You can continue to make upgrade tools and sell them for profit.

    07 - Hacking


    (target object, center reticule on object hit key J, hit key O)


    The Hacking tool once purchased has an unlimited use, can be taken off and attached to another ship.


    - To Hack simply fly near a building


    - Target it using F key or V key


    - Place your reticule in the center of Target and hit key J


    - This will display a green Target within the Selected Target


    - Hit Numpad 0 for a informative display.


    You will notice a min security detection percentage and a max percentage


    - Hit Key O to start hacking


    Two bars will appear, the top red bar is the security detection bar and will show a percentage, the percentage will go up and down each time the bar fills up but when it shows the max percentage the building allows before detecting, you can either stop hacking (key O again) before the bar reaches the end or continue to hack in which case you will be detected and the building defences will activate.


    The bottom green bar is the amount of credits being stolen, when it reaches the end that means youve taken just about everything.
    -
    Based on chance or luck you can still be detected if the hacking sequence is near the max percentage.


    The more you hack the less chance of being detected.


    Each successful hack gives you a small chance of getting id cards.


    ID Cards: (updated 10/6/07)


    The ID cards that you pick up from hacking or looking in special offers at stations and traders allow you to access a fraction's trader and station with low diplomacy.


    You can trade and take on jobs as you would with your own friendly fraction.
    -
    ID cards do not prevent enemy attacks.


    ID cards are single use, as soon as you enter a station the ID card will disappear and you will have to buy a new one.

    08 - Misc


    Are your jump engines out of power? desperately trying to get to another system quickly? not to worry!


    hit esc.


    store profile.


    reload profile.


    resume game.


    As if by magic you are at the system select screen.

    Looks like there is a Multiplayer project developing for SF. The good news is that the tool its being developed by the lead programmer of the game know as "Leva Opaki" in SF forums, the bad news is that is not official and is developed by him in his free time, wich means also that they have not in mind to release an expansion or a new game with MP included.


    You can start a server with console commands...its still in testing and development.


    More info:


    Here