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Échangez, espionnez et partez en quête pour dominer la galaxie.
Date de parution: 26 avr 2013
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StarDrive 2 Development Log

16 mars 2014

Here is a video log update of our development progress on StarDrive 2!

http://youtu.be/xz0OI-K-Oak

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Patch Notes 1.15

18 janvier 2014

Here is the changelog for the 1.15 patch. I think many players will appreciate both the fixes and the additions, and it also holds some good stuff for modders.

  • Fixed an issue with the Fletchette cannon and other dual-purpose Anti-Ship/PD weapons not damaging ships as they should.

  • Increased the 'time-out range' of all weapons by 25%.

    You may have noticed your missiles exploding prematurely and other projectiles disappearing before they reached their target, therefore resulting in misses. This was due to the 'time-out' range of projectiles in the engine being equal to the maximum firing range of that weapon, so your ships fire on inevitably moving enemies at a range that means the projectiles can't travel far enough to hit them. This change will result in more satisfying projectile behavior, as projectiles fired at a moving ship that is in range will no longer time out before the target is reached when fired at maximum engagement range unless the enemy ship performs successful evasive manoeuvres.

  • The automated freighter system has been patched so that it will no longer assign freighter-class vessels with no cargo capacity to carry cargo.

    This means that vessels designed on freighter hulls but purposed for other uses (e.g. supply ships, repair ships, 'Q-ship' warships) will no longer have their user-assigned orders overridden by the auto-freight AI if enabled.

  • Adjusted the AI's desired ratio of ships to ensure mixed fleets.

    This now results in the AI splitting its proportions roughly between: Capitals: 3, Cruisers: 5, Frigates: 7, Fighters: 7, Dedicated Bombers: 1. This means that, given 23 ships, the ratio would break down like that. This should result in some more mixed AI fleets, and fix the issue seen at present wherein the AI is only fielding the largest ship type available at once. Expect more dangerous enemies with mixed target types - bring some anti-fighter cannons!

  • Flak Cannons are now proximity fused.

    They therefore do not require direct hits to detonate anymore, and instead detonate either in proximity to any enemy vessel, or at their maximum pre-determined range, so they can be used as area-suppression weapons against fighter swarms.

  • Enabled the use of the "ProjectileRadius" tag in weapons files. This will work on any weapons that modders may want to add this functionality to.


  • Removed the requirement that you need money to rush production.

    #Discussions_QuoteBlock_Author
    You only need production now. I think this was causing a great deal of confusion about the economy, as players would see their income decreasing and have no feedback as why. What is happening is that your governors are spending your cash. Well, no more. Both the AI and the player will benefit from this change so it should be balance-neutral. In fact, I expect the AI will become more dangerous.


  • Fixed an issue where Remnant kills weren't tracking properly through saved games which could result in you either missing the event or getting the event multiple times.

  • Significant buff to the Disintegrator Cannon (ultimate beam weapon in vanilla SD) so that it is both superior to earlier beams, and also generally just deadly.

  • Added a tag for Mod files < DisableDefaultRaces >true< /DisableDefaultRaces > if you want to remove the original StarDrive races from appearing while your mod is loaded.

  • The sickbay should now appropriately heal injured troops that are stationed on board the craft

  • Fixed the victory music not playing on the victory screen

  • Fixed some inconsistencies between the displayed empire income and the calculated empire income. Somehow these could become desynced, but now they use the same function and should not desync.

  • And finally..:

    Added a satisfying conclusion to the Remnant quest line. Be ready.

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À propos du jeu

StarDrive sets a new benchmark for the ‘4X Space Strategy’ genre. Starting with a single planet and a small number of space-worthy vessels, you must venture forth into the galaxy, conquer new worlds, build new colonies and defend your very existence against those who would take what is yours. How you play is your decision. Use diplomacy or brute force. Trade, spy and research your way to galactic domination. Make friends, or create mortal enemies…


The heart of StarDrive is its ship design and combat engine.


StarDrive takes a modular approach to ship design, allowing the player to create custom ships where the composition and placement of ship modules really matters to the performance of a ship.. In combat, if your portside armour is taking a beating, then rotate around and show them the starboard side! Hide behind a friendly capital ship’s shields; warp into and out of the fray, launch fighters, lay mines, and so much more.

Key Features


  • Real time gameplay with a seamless zoom from a grand strategic view to a close-up action view
  • Choose from 8 beautifully rendered alien races or design your own to lead into the stars; interact, negotiate and forge allegiances on your way to victory
  • Expand your empire and colonize all kinds of planets, terraform and populate them and build them into specialized centers of trade or industry
  • Research and unlock an array of technologies to improve your military and industrial capabilities
  • Control your ships with classic real time strategy commands or jump into the fray by taking direct ‘arcade’ control of any ship in your empire
  • Create your unique ship designs with the modular ship design system and determine your own fate in battle
  • Create custom fleet formations and set rules of engagement in the easy-to-use fleet editor
  • Steal technologies, incite rebellions, or rob your enemies blind with a rich agent-based espionage system
  • Deploy ground troops from orbit to defeat the enemies’ last planetary defenses in ground combat
  • Explore the rich universe that comes alive with random events, remnant elements, hidden treasures, deep space terrors and late-game threats

Configuration requise

    Minimum :
    • Système d'exploitation : Windows XP
    • Processeur : Intel® Pentium® IV 2.4 GHz ou AMD 3500+
    • Mémoire vive : 3 Go de RAM
    • Carte graphique : NVIDIA® GeForce 8800 ou ATI Radeon® X1900
    • Disque dur : 2 Go d'espace disque disponible
    • Supplémentaire : Veuillez noter que les puces graphiques intégrées Intel ne sont pas supportées
    Recommandée :
    • Système d'exploitation : Windows 7
    • Processeur : Double-cœur 2.4 ou mieux
    • Mémoire vive : 4 Go de RAM
    • Carte graphique :NVIDIA® GeForce 8800 ou ATI Radeon® X1900 ou mieux
    • DirectX® :9.0c
    • Disque dur : 2 Go d'espace disque disponible
    • Supplémentaire : Veuillez noter que les puces graphiques intégrées Intel ne sont pas supportées
Évaluations intéressantes des utilisateurs
1 personne(s) sur 3 (33%) ont trouvé cette évaluation utile
121 produits enregistrés
2 évaluations
3.5 heures en tout
Great 3X game :)
Posté le : 8 décembre 2013
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0 personne(s) sur 3 (0%) ont trouvé cette évaluation utile
200 produits enregistrés
1 évaluation
16.7 heures en tout
Very good 4x
Posté le : 26 février 2014
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628 personne(s) sur 718 (87%) ont trouvé cette évaluation utile
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1 évaluation
90.8 heures en tout
http://steamcommunity.com/groups/SDVC/discussions/0/

Is a perfect example why this was a total waste of my $29.99, I bought it under the pretense of Multiplayer being released first major patch after final release from my Friend who recommended the game. The Developer has come to the conclusion that by changing the Engine and flushing out his original Idea for a game, that he can now make ANOTHER game and wants money for it, the full game that he originally wanted to make but couldn't. This is the result made by a very poor decision long ago to use the wrong Engine <Sunburn> for his project, an engine that Microsoft dropped and everyone in the know knew was a dead-end, months before Zero decided to release the game as Final. Nothing about the programme changed between final beta release and the first day of Final Release in April.
The above mentioned Steam Group is a place for free discussion about Stardrive, and its Developer that You are going to purchase a beta, abandoned game from. The Developer will finish it on his whim alone, that could be years or decades. These are all direct from the developer, but sadly I can't direct you to the correct site to see them, he has, or has had his Minions, delete threads full of direct quotes from Zero you simply wouldn't believe if I wrote them here, thinking I was a Troll. I hope this shows I gave 90+ hours trying to play this game, and never completing 1 game. Buy this game if you like someone lying to you all the time, some do I suppose.
Posté le : 26 novembre 2013
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401 personne(s) sur 458 (88%) ont trouvé cette évaluation utile
173 produits enregistrés
13 évaluations
1.0 heures en tout
This game had a ton of potential but was abandoned by the developer for greener pastures after he decided it would be good to start on a sequel while charging full price to everyone (including the people who have bought this unfinished project). It was initially released with a ton of bugs and still has many things that have yet to be fully fleshed out much less finished in any considerable degree. The ship designer and the battles that rarely take place are the only positives to take out of this game.

The diplomacy part of the game is very shallow indeed. With races declaring war on you with little motivation beyond your empire's progression crossing a line set by their predetermined level of aggressiveness. The same goes with positive interaction. It's very much a game of watching a bar go up or down to get them to do something you want to do.

Empire building is also shallow and unfinished. There is almost no internal management other than building a shallow level of building sets that make all your colonies resemble one another after only a colony or two. Rebellion takes place when your treasury drops below a certain level and only in this manner. Civilization 2 has more in depth internal management than this title.

Military matters are hampered by two things: The lack of any meaningful artificial intelligence and the small tech tree present in the game. The tech tree is the smallest tree I've seen in a 4x game (and smaller than some RTS games like Rise of Nations or even Age of Empires). The AI assembles the same, tired fleet makeup and then throws it at you. This means pretty much every single game plays out the same way regardless of the galaxy size. The one saving grace in enemy behavior is that the game saves your custom ship designs and then uses them against you in subsequent games should you choose another race to play as. I would love to see other 4x games incorporate this feature into their titles so I'm faced with much more difficult fleet makeups since they were designed by myself or other players who post their designs for others to use.

All in all, I'm very disappointed in not only the way this game turned out, but the developer's behavior on the steam forums once people heard he was abandoning any serious development on the game on an interview. He would ban people who warned others about the state of development and has had meltdowns on multiple gaming forums when confronted about the issue. Do not give your money to this studio. Other 4x's like Galactic Civilizations II or Distant Worlds do this genre much more of a service.
Posté le : 25 novembre 2013
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273 personne(s) sur 308 (89%) ont trouvé cette évaluation utile
190 produits enregistrés
6 évaluations
20.0 heures en tout
Game "released" missing core features. Updates are few and far between. Seems like the dev decided to slack off once people bought it on early access.
Posté le : 1 décembre 2013
Cette évaluation vous a-t-elle été utile ? Oui Non