Hmm... I guess that depends on what you mean by "visit"? You can land on planets. That was possible from day 1. But I'm guessing that's not what you mean ;).
Hmm... I guess that depends on what you mean by "visit"? You can land on planets. That was possible from day 1. But I'm guessing that's not what you mean ;).
Hi WeeGee. Sorry for the late reply.
I understand what you mean, but here's what we were thinking. Modding is a very important part of SG2. At least we do what we can on our side to make it so. Workshop can only help in sharing modded content.
The game definitely has its share of bugs, but we're still under development. The modding part is then also under development, so we wanted to make it easier to make, share, test mods and modding in general. The feedback given to us by the modders is invaluable and is helping us make it more mod-friendly.
Bugs cannot be ignored of course, so we went back to bug-fixing the very next day after we released this update. We've released some 5 or 6 small updates to address the stability issues the following days.
What I mean to say is, we're doing the best we can :).
Nope. We hope soon. A part of the team is working on physics at this moment :)
This is the Poseidon class. One of the ships from the original SG1 game that made their way into SG2, redesigned of course ;).
Yep. Some asteroid fields in Gemini will come with different "side-effects". Some can emit radiation, some can violently explode with a significant blast wave etc.. We want every part of Gemini to be special in some way. Either in the form of what I explained above, or in the AI the ships spawning in the region will use, or something completely different and so on.
Why not :p. Kidding. The Poseidon is scanning an anomaly. Even scanning randomly appearing anomalies (not just as a part of Freelance missions) will yield rewards in Experience (if you're the Engineer class, you'll receive more Exp) and in Credits if you have a certain license. The license in question is from a scientifically oriented faction that will pay Credits for scanning results. :)
Also, sometimes it can happen that scanning an anomaly produces some adverse effects, like a ship appearing from it, or you being transported to a distant (possibly hostile) location. Not all of this is currently implemented, but we're hoping the next update will have such things.
As Donnie said. This is Fidelity station in the Nexus. Perimeter region, I believe :)
Yes, excluding the freighter and freightliner. The freighters are roughly destroyer/cruiser size, and freightliners could be compared in size to battleships/dreadnoughts. But only in size, definitely not in firepower ;).
Oh yes. Here's the list:
gunship, corvette, frigate, destroyer, cruiser, battleship, dreadnought, carrier, freighter and freightliner.
Indeed you can :). We're keeping the game as open to modding as possible. Adding new logos/banners can be done in two ways:
1)change the existing logos on the appropriate texture
2)add new logos to the banners texture and add the needed info in the banners.wdt database table. Database tables can be edited with the Notepad, so it shouldn't be a problem. We've got a lot of info already on the modding site modding.starpointgemini.com
Yep. Freightliner class; this kind of ships have the largest cargo hold, by far.
The latest version gives the option to do some colorizing, add banners, ship name and so on :).
Nope. Not a fighter. This is the Premonition, Korkyran carrier :). The fighters are those small blips buzzing on the left ;).
Well, three of those were quickfixes, so we rather claim there were 14 full updates, but thanks ;)
DanijelMihokovic
Danijel joined
Co-founder at Little Green Men Games. Daily tasks include game design, writing, scripting and level design. I started out as a modder so it holds a "special place" with me.