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RE: Starpoint Gemini 3

Posted: Mon Sep 09, 2019 1:13 am
by Geraldine
That would be great if they did D1, guess I will wait and see.
As for the switching to Linux, I too had the same fears but a friend of mine was throwing out an old Idea pad that had Win 10 installed on it. It only has integrated Intel graphics and a little Atom CPU. It was pretty much useless running Win 10 with the processor and it's 2 gigs of ram maxing out all the time. It's just a modest wee machine, but installing Linux on it changed all that. It became useful again. I've even installed some games on it, do my work on it. Basically I've used it as a means to learn Linux until I switch over my main PC in the new year.
So my advice to you is, if you have an old laptop laying around you don't use anymore, try a Linux distro on it. Linux Mint XFCE is a good place to start as it isn't resource hungry but there are plenty of others out there. What you got to lose?

RE: Starpoint Gemini 3

Posted: Mon Sep 09, 2019 12:10 pm
by Pinback
Had a play around in the freeroam and have found that only assassination missions are o offer at the moment. and although they say that they are rated as easy, I found then impossible to complete. As you just swamped by enemy ships, I hope the tone down the AI in the next patch.

Just checked Steam and they put out a fix which address that issues [url]https://store.steampowered.com/news/?appids=977720[/url] going off to try it now.
Also I read that they hope to out of early access in 6-12 months

Just a quick edit to this post I have found that their are a number of different missions types on offer from the barman but not sure if they are random or sequential.

RE: Starpoint Gemini 3

Posted: Mon Sep 09, 2019 1:43 pm
by Geraldine
I guess it will take time to balance the AI or maybe the player's weapons and/or shield strengths?

I have another question for LGM, will the GOG version get regular updates? I ask because generally GOG releases tend to lag sometimes behind builds on Steam.

Still having a blast in SPG Origins! :D

RE: Starpoint Gemini 3

Posted: Tue Sep 10, 2019 6:18 am
by LGM_Games
Hey there! Sorry for being a bit inactive here. I wanted to reply to some of your comments. :)

Thanks for the feedback, Pinback! We saw it on Steam as well and your suggestions will be very useful when updating this game further. :)

We are hoping for the Windows 7 fix this week. We have guys working on it as we speak!

The AI and items will be balanced with upcoming patches. With the state of the game right now, it's easier to push frequent updates and patches so there's plenty to look forward to!

If you haven't already, take a look at our roadmap to know what is coming to the game in the upcoming months: [url]https://steamuserimages-a.akamaihd.net/ugc/781860008169797765/FC66B749CD36EE6E0A7F0B3374EC01A0A070F28B/[/url]

RE: Starpoint Gemini 3

Posted: Tue Sep 10, 2019 9:14 am
by Geraldine
That's very useful, thank you.

RE: Starpoint Gemini 3

Posted: Wed Sep 11, 2019 12:39 pm
by Pinback
New update to the game came out yesterday [url]https://store.steampowered.com/news/?appids=977720[/url]

Anyone know if they have the cockpit view enabled yet, seen some one mention it on the Steam forum but I don't know how to change views.

Edit found it, press the tab key to change between cockpit and 3rd person views. For some reason they have called it "camera mode"?.

RE: Starpoint Gemini 3

Posted: Thu Sep 12, 2019 12:59 pm
by sscadmin
Purchased SPG3 this morning, not sure when I will get too it to be honest :) I usually don't play early access games but I will definitely be following the development closely and I also needed to sit down and replay SPG1 +SPG2 all the way to the end again before I play SPG3.

Great job on all the feedback and updates on Steam its truly appreciated :)

RE: Starpoint Gemini 3

Posted: Fri Sep 13, 2019 1:01 pm
by Pinback
Another update and good news for window 7 users as they say the game is now working with it [url]https://store.steampowered.com/news/?appids=977720[/url] Have you got it running yet Geraldine.

Looks like they are going to be dropping some more content and the leading target reticle has been fixed, nice one.

Has anybody used the Armageddon missile as its well named, it will waste 3 low level ships with just one missile.

RE: Starpoint Gemini 3

Posted: Sat Sep 14, 2019 2:49 am
by Pinback
Spent a few hours in the freeroam mode of the game and I tend to find the constant switching between the game's menu to be breaking the game's immersion. would have been much better to have use the function keys to get to the inventory, journal, skills and star chart. or if not possible did you consider using a radial menu brought up by the space bar.

On the star chart can we have the nav buoy routes colour coded, then in game the buoys could flash the colour of the route, at the moment if you have 3 or 4 of them around a structure it is hard to tell which one go where, without constant switching back to the map.

Can we have a change missile noise. to tell you when the missile has changed.

In the inventory sub screens it not very clear what guns can be fitted to which hard points or what equipment is fitted, maybe some sort of interactive ship schematic could be added their.

Great job on getting these patch out guys and looking forward to seeing some more content for the game. I will repost this on Steam.

RE: Starpoint Gemini 3

Posted: Sat Sep 14, 2019 7:13 am
by Geraldine
Still not had a chance to install it yet Pinback, working all weekend, but will try Sunday evening if I can find the time.

Good points there too you made. Hopefully that feedback will help LGM. I recall reading that they were always updating SPG2 when that first came out. This is exactly what folks like to see; the devs being responsive to feedback. I would think that with SPG3, they will be the same and I further hope it pays off for them. Hard working devs deserve our support!

RE: Starpoint Gemini 3

Posted: Sat Sep 14, 2019 11:36 am
by Pinback
Look like we may see some hot keys for the map etc in the next update, even if it does not make it in the next update, they are thinking about it. I know the tabbing back and forth between the game and menu is getting old for me, but you have to expect that early access games.

Sofar the worst part of the game is ADAH first person bits and again they say they are having a rethink about these bits after having received a number of suggestions.

RE: Starpoint Gemini 3

Posted: Tue Sep 17, 2019 12:39 pm
by Pinback
Been a bit chatter about HOTAS on the Steam forum, so I thought I would dig out my Saitek X52 and see if it still worked, while we wait for the next update. Amazingly it still does although the rubber grip have gone sticky.

The game supports this and few other types of sticks I found it a bit floaty and as yet the key binding not working right, although it maybe fixed in the next update.

One thing I find annoying is that you have a variable throttle with the flight stick but you are stuck with holding down the "w" key with the keyboard/mouse controls. hope they change this soon.

RE: Starpoint Gemini 3

Posted: Wed Sep 18, 2019 7:31 am
by sscadmin
It shouldn't be that difficult to make W and S keys into a throttle, having to constantly press a throttle takes away from other functions you have to do during combat.

RE: Starpoint Gemini 3

Posted: Thu Sep 19, 2019 1:26 pm
by Pinback
Has been suggested that they use the mouse wheel and I just noticed that Space Bourn has done this, so LGM should be able to it.

Some one back in the 90s jokingly said that a space sim was just a Doom clone without any walls. So it's really ironic that devs are now trying to push this FPS control system onto these games.

RE: Starpoint Gemini 3

Posted: Sun Sep 29, 2019 10:14 am
by Pinback
short message from LGM about what they have been doing although no date given for the next update.[url]https://store.steampowered.com/app/977720/Starpoint_Gemini_3/[/url] Greetings fellow earthlings!In case you were wondering, nope, we haven't dropped dead after Early Access release run, nor have we been abducted by you-know-who sporting big black eyes and the skin tan of a full ashtray. We’re still here, live ‘n kickin’, firing missiles, mowing down enemy fighters… as people usually do. Today however, we wanted to share some details on what we’ve been up to lately.If you've looked at our planned roadmap, the next big milestone, appropriately named Skillshot, and everything for that oh-jolly-what-a-most-festive occasion is still going according to plan. In our internal version we're already very „skilled“, our missiles are as blind as bats (we might tweak that a bit…) and critical failures plague our ship.We're preparing lots of goodies for this upcoming update: dumbfire missiles, CSF mechanics, entire skill system, new ship modules, new equipment... and a big bundle of Tough love bug-spray for all the bugs you guys reported!Thank you for providing all the awesome feedback! The upcoming update will be better thanks to you! And that one is just the first of many.See you with the new update in a little while. In the meantime, I made a bet I can make a mid-flight precise strike against a small moving enemy fighter using only an unguided capital ship busting torpedo, so I really should get back to that…

RE: Starpoint Gemini 3

Posted: Tue Oct 01, 2019 8:34 pm
by sscadmin
Hmmm skill tree, I will be interested to seeing how this is implemented and how it affects gameplay. Thanks LGM

RE: Starpoint Gemini 3

Posted: Fri Oct 11, 2019 4:14 pm
by Pinback
Just got it downloaded 918mb, off to see what's changed and apparently the save games will work with this update after they fixed a bug according to the Steam forums. 

RE: Starpoint Gemini 3

Posted: Thu Oct 24, 2019 5:31 pm
by Pinback
Games has had a couple of small updates and as I guess they were just hot fixes as they have not said anything.

RE: Starpoint Gemini 3

Posted: Thu Nov 14, 2019 4:56 pm
by Pinback
Gears and cogs update should be dropping tomorrow according to Steams updater. [url]https://store.steampowered.com/news/?appids=977720[/url] haven't heard from us in a few weeks, but don't worry. We just kept our head down and worked hard on Roadmap update No 2. Along with the planned update elements, we managed to complete a few more things in advance, so a couple of surprises await you!No more easy pickings dear space captains. Your ship is loaded with missiles? Fine, your adversaries have plenty of decoys and they are not afraid to use them! You're proficient with cut engines maneuvers? Won't help you – enemies will have tricks of their own with new AI and behavior routines. But you're not helpless – to give you a fighting chance, newly introduced crafting system enables you to be creative and engineer a plethora of items and equipment to enhance your survivability.Your feedback was also noted, and some improvements have been made to existing features as well. Anyway, without further delay – what's in store for our finest captains this time?Space-craft-beer-pong
One of the pivotal new systems is crafting. You acquired a dirty amount of credits, but you simply aren't happy with any of the items available at the drydock? Wait no more! Now you can gather blueprints and materials to craft those hard to acquire equipment and weapons.
Collect blueprints from destroyed ships (will be further improved with updates to open up additional ways to gain blueprints)
All items in the game (with some exceptions) are in some form linked into the crafting system, either as an ingredient or as a craftable item on its own
Create anything from better (more complex) items to equipment and weaponsRadiation mechanics
Some of the above mentioned additional gear could come in handy when traveling through dangerous areas, because this update also introduces the radiation mechanics. That’s right! [/i]A nanoscrubber a day, keeps death away[/i], as my mechanic used to say.
rather important visual warnings will scream at you
gameplay effects come in the form of lighter or heavier critical system failures before your hull starts to crumble on a molecular level (yeah… stay radiated long enough and you’ll be a deader)
added radiation areas in all sectors
added VFX & SFX to complement the gameplay effect
added in a bonus of Nanoscrubber equipment to clean that radiation right off. Like a hot shower that removes residual radiation without actually cleaning you… so… yeah… not really like a hot shower. *scours away to find a better-suiting analogy*AI, behavior and the untold story of the Terminator mindset
To keep a perfectly balanced equilibrium, as all things should be, we've also „equipped“ your adversaries too! AI, both friendly and hostile, received a fresh batch of AI routines. Don’t be surprised if the enemy suddenly drops a mine in your face to ward off any of those nasty ideas you had about destroying him. As far as the untold story in the subtitle goes, it will remain untold :P.
Besides coming in all types of ships, the NPCs now also come with a whole range of different behaviors. Some are more aggressive, some lean more on the defensive side. Some like to keep close to you, like an over-clinging ex, while others will keep their distance like you have the plague.
AI will now utilize a bunch of different flight maneuvers to gain the upper hand when attacking or to get away when they’re in your sights.
AI becomes increasingly more complex as you progress through the game.
NPCs will now use decoys to avoid getting hit by missiles. Of course, not all and not all the time
NPCs can now drop mines when their ships or egos are threatenedMoving on…
The previously implemented portion of the campaign also got a fresh coat of paint (and then some) in its upgrade process, but most of the changes in this update will be visible in the freeroam portion.
The focus of this update is enriching the gameplay, giving You, the players more to do and ways to do it. Many elements of this update are also a prerequisite for some of the upcoming gameplay mechanics, planned to be rolled out with next update!Almost forgot about how we…
…rebalanced the hell out of a lot of things
different wings now have a different number of turret slots.
player ship hull module HP increased significantly
player ship shield module HP increased significantly
player weapon energy cost increased somewhat (in some cases significantly)
overall weapon damage increased (smaller increase with scatterguns as they were OP to begin with)
Player shield recharge increased
Player shield reboot time reduced
higher tier NPCs deal significantly more damage
higher tier NPCs have significantly stronger hulls and shields
Freelance jobs are paid a lot better. A number of changes and a major rebalance overhaul are coming in the next few updates!
Loot drop value is increased across the board.
boost speed decreased and now varies depending on the engine installed
cruise speed decreased to 300 for all ships
player ship modules prices…oh and also how we…
…overhauled the entire flight model
A number of booster and cut engines tweaks and upgrades
Completely rebalanced flight-related stats (much faster lateral and backwards movement for example)
Added a few missing controls and made a lot of overall quality-of-life improvementsIn the end, we leave you with our mandatory long list of the other stuff we made for this update. The honorable mentions if you wish. Feel free to pick your favorites!CHANGES
ADDED: new equipment and additional equipment tiers
the already mentioned Nanoscrubbers take that accumulated radiation edge off
Higher tier decoys lure angry missiles away
Booster injection gets some of that juicy fuel back into your booster to keep going
Mines of all shapes, sizes and damage types will knock your enemies flat to the other side
ADDED: a whole lot of additional missiles (specifically higher tier missiles)
ADDED: 4 completely new weapons to purchase and use
ADDED: more weapons of the higher tier persuasion
ADDED: Missiles can now be found in loot drops
ADDED: new ship modules in drydocks
ADDED: new difficulty settings – easy, normal, hard, insane
ADDED: VFX on NPC ships when damaged. Effects increases progressively as hull drops. It also makes very damaged NPCs easier to spot.
ADDED: In-game HUD now shows the names of equipped and swapped weapons
ADDED: In-game HUD now shows live stats of weapons/shields/missiles
ADDED: NPC ships can now move and shoot following a specific path, if need be
ADDED: SFX when upgrading skills
ADDED: SFX for incoming enemy missiles and launched missiles
ADDED: a HUD warning if some action cannot be executed
ADDED: Steam controller support
ADDED: new equipment items
ADDED: Equipment now has short text info
ADDED: In-game panels can now be toggled via keyboard shortcuts
ADDED: camera shake effect when hitting an asteroid
ADDED: Encounters now have an ease-in period. they get more difficult as you progress further
ADDED: huge hollow asteroids that ships can fly through and use as cover
ADDED: enemy ships now spawn with different tiers depending on map difficulty
ADDED: new event when player enters the range of specific object
ADDED: outlaw faction ships now have appropriate trails
ADDED: player engine/trails change color depending on speed and currently used flight mode
ADDED: explosions on asteroid destruction
ADDED: title cards in campaign missions
ADDED: several types of enemy behavior templates
UPDATED: the way how missile damage is dealt. ALL damage is handled as blast damage. The further away from the detonation epicenter you are, the less damage you receive, as it should be.
UPDATED: controller software keyboard
UPDATED: color schemes of HUD waypoint and info icons
UPDATED: default reputation with certain in-game factions
UPDATED: balanced NPC vs NPC damage variables
UPDATED: collect all option works properly, players can remove items from cargo
UPDATED: NPC ships have different, more realistic firing arcs
UPDATED: HUD reticle more visible and has variations depending on equipped weapon
UPDATED: campaign missions in chapter 1 reworked and polished
UPDATED: cutscenes in campaign chapter 1 have been upgraded
UPDATED: improved visuals in nebulas
UPDATED: faction reputation alignment system has been reworked
FIXED: text alignment in station/bar dialogues
FIXED: all barman dialogues are now skippable
FIXED: shortcut for buy/sell trader buttons work properly now
FIXED: resolution setting in launcher will be properly saved now
FIXED: freelance mission ships are properly marked now
FIXED: impact explosions on ship hull work properly now
FIXED: player ship shield regeneration variable works properly on load
FIXED: scripts for freelance mission ending now work properly
FIXED: in-game dialogues work properly when paused
FIXED: possible resolution problem when automatically choosing setting in launcher
FIXED: launcher will no longer crash if Steam isn't running in the background
FIXED: NPC ships will target and hit player properly in all situations
FIXED: When changing control settings in launcher, resolution won't abruptly change with it
FIXED: Player is no longer stuck in photo mode when using it
FIXED: camera works properly when using the controller and holding down LT to follow target
FIXED: menu footer is changed correctly when using HOTAS
FIXED: key binding in controls cannot be duplicated anymore
FIXED: target locks will appear in correct positions now
FIXED: numerous HUD errors when playing the Spanish language version
FIXED: branching dialogues won't break anymore if using HOTAS/controller
FIXED: various controls binding issues with HOTAS and controller
TWEAKED: visual controls input when using HOTASCheers!
LGM Games team 

RE: Starpoint Gemini 3

Posted: Sat Dec 14, 2019 6:14 pm
by Pinback
New trailer for the game and the next major update should be sometime this month.