Downloads
  • Bastard Sword of the Stars:
    • 3.0.2: http://www.mediafire.com/file/minabif3g .. s_3.0.2.7z
    • 2.5a: http://www.mediafire.com/file/04rpf8c5o .. rs_2.5a.7z
    • 2.1: https://www.mediafire.com/?jqsgeufc9gwt55s
    • 2.0b: http://www.mediafire.com/download/4an4xi22o9fy3l9
  • Extras:
    • Map-pack (collection of mostly Eleahen's work - with a few I think from other modders): http://www.mediafire.com/download/uy2b9bokel7gyq2
  • Utilities:
    • Mod Manager: http://www.mediafire.com/file/dl5vjexx2 .. r.zip/file

Sword of the Stars: The Pit Guides castewar's Guides This item has been removed from the community because it violates Steam Community & Content Guidelines. It is only visible to you.

The Hobbit is a film series consisting of three high fantasy adventure films directed by Peter Jackson.They are based on the 1937 novel The Hobbit by J. Tolkien, with large portions of the trilogy inspired by the appendices to The Return of the King, which expand on the story told in The Hobbit, as well as new material and characters written especially for the films. Favorite LOTR/Hobbit Movies In Order. The Lord of the Rings: The Return of the King (2003) 2. The Lord of the Rings: The Two Towers (2002) 3. The Lord of the Rings: The Fellowship of the Ring (2001) 4. The Hobbit: An Unexpected Journey (2012) 5. The Hobbit: The Desolation of Smaug (2013). The hobbit movies in order. A meek Hobbit from the Shire and eight companions set out on a journey to destroy the powerful One Ring and save Middle-earth from the Dark Lord Sauron. Director: Peter Jackson Stars: Elijah Wood, Ian McKellen, Orlando Bloom, Sean Bean. The Hobbit Movies In Order. If you’re a fan of horror movies, the Insidious movie series should definitely be on your “must see” list this year. Thor is a Marvel superhero that made his first appearance in comic books dating all the way back to the 1960s.

What's New in 3.0.x
  • New Weapons (Advanced Emitters, mini-torps, mini-mines, advanced PD for most weapon types, lots of huge turret weapon types)
  • Improved weapon effects (for some weapons)
  • Drones are a core tech (guaranteed for all races)
  • Added some drone models from ACM to improve drone visuals
  • Added techs and icons to help clue you in when you get new capabilities
  • Added turret information for most weapon types in tech tree
  • Exaggerated differences between pulsed weapons such as lasers and continuous beams (beamers are shorter ranged but more accurate, pulsed start out stronger, have better range, but diminish in strength over distance)
  • Exaggerated differences between rapid and heavy shields (rapid is lighter & more rapid; heavy is stronger & slower recharge)
  • Tweaked PD to make it more effective without becoming OP
  • Tweaked all missile weapons rate of fire and improved their overall balance and consistency
  • Tractor beams are now a huge weapon, not a large weapon, meaning they can't be spammed anymore
  • Dual turrets have been moved to fusion age (dual missiles to antimatter)
  • Dreads now have NO small weapons - medium and larger! (you will likely want to escort them with smaller screening ships for planetary assaults)
  • Armors, Coatings, and Improved hull materials can be mixed together (one of each type) and are better balanced
  • Streamlined stations by reduced number per system to one per 750M pop making it more of a choice: focus this system on one, or at most, 2 things
  • Streamlined trade (Morrigi are only race to get trade)
  • Streamlined some tech acquisitions
  • Fixed any number of issues from 2.5 with model glitches and minor tech tree glitches, etc.
  • Much, much more!
Bastard Sword of the Stars Core Mod:
  • Tech Tree
    • The technology tree is completely revamped - better organized, more interesting, new technologies and options.
    • Pace of technology acquisition in the middle and late game is slowed compared to vanilla.
    • Racial technologies are core.
      (e.g. Tarkas always have access to Living Steel).
    • Fusion, and even more so Antimatter ages, are much more expensive tiers, forcing players and AIs to explore more options in the current age rather than trying to 'rush antimatter.'
    • There are many finishing touches added to the tech tree to make it more self-explanatory and easy to learn.
    • There is a full tech-tree map included with this mod in the root folder so you can see what techs are where, and what prerequisites they each require, and which techs are core, and which are random.
  • Weapons
    • There are a wider variety of weapons within each class of weapons (more torpedos, more missiles, more ballistic weapons, etc.)
    • Weapons generally have longer ranges than in vanilla SOTS. So battles begin further out and can take on a more epic feeling to them.
    • Most weapons technologies are NO LONGER core. They're random. Each race is guaranteed to get at least one major weapons technology line. Everything else is random, or salvageable.
    • Using smaller weapons in larger mounts offers NO additional benefits.
      (e.g. a small mount pulsed laser cannon in a medium mount supplies exactly one small mount pulsed laser cannon.)
    • There are explicit techs to unlock turrets with multiple barrels for various weapons systems.
    • Dual barrel variants effectively increases the firepower of a given mount to 150% of a single barrel version. (you must redesign your ship to take advantage of this technology).
    • You have more control over what combinations of weapons you wish to use on your ships (there are no missile-only mounts, for example).
  • CnC
    • Each CnC tier is available for all ship sizes.
    • For example, once you've researched Advanced CnC you can design a standard, large, or huge CnC ship (assuming you've researched those ship construction techs as well), and any such ship will have the same capacity to command other ships regardless of its own size.
  • Ships
    • Are much tougher.
    • With intelligent management and judicious use of retreat, you should be able to keep your ships alive much longer.
    • Repair is available in fission age, and there is a standard version of the repair ship so that you can take advantage of repair regardless of which order you research ship size classes in.
    • It takes longer to build them.
    • This will tie up your worlds with construction duties longer.
    • This will reduce your income, as well as force you to have to build up your fleets more proactively, instead of reactively.
    • Ship Yards (formerly Repair Stations) offer a +25% ship construction rate bonus.
    • Ships move faster and are more responsive than in vanilla SOTS.
    • Ships come in three size classes: Standard, Large, and Huge.
    • You start with the ability to design scout ships and some non-combat ship types of standard size only.
    • You will have to research 'Combat Construction,' 'Large Combat Construction' and 'Mega Combat Construction' to get access to combat oriented ships in various size classes.
    • You can research any level of Combat Construction in any order, assuming you have researched the appropriate prerequisites
      (e.g. you'll need Heavy Platforms for Large Combat Construction).
    • Hence, it is not required that you research 'Combat Construction' before you research 'Large Combat Construction' - it is up to you.
    • You don't have to get large or huge construction for improved or advanced CnC (due to new CnC rules).
    • Many of the specialized combat sections for your ships require a specific technology to be researched before you will be able to design a ship with that specialized section.
      (e.g. 'Strafe Engineering' must be researched after 'Combat Construction' in order for you to design a standard sized combat ship with a strafe bridge section.)
  • Huge combat ships
    • Sport much larger weapon mounts than in the original Sword of the Stars.
    • Are extremely deadly to smaller ships due to having many medium, large, and huge mount weapons on them.
    • Are far harder to overwhelm with a swarm of smaller ships as compared to the original SOTS.
    • Do not have PD mounts and should be escorted by ships which do to defend against drones, missiles, and tracking torpedoes!
  • Armor
    • Two levels of deflectives - which are good against ballistics, but offer no other effect.
    • Two levels of reflectives - which are good against lasers (pulsed and beamers), but offer no other effect.
    • Two levels of hull reinforcements - which increase the strength of your ships, but offer no other effect.
    • You can combine each of these three types of armor on a single ship (one reflective, one deflective, and one hull reinforcement).
  • Shields
    • There are two lines of general shields plus the specialized deflective and reflective hemispherical shields.
    • Two levels of 'quick-recharging' shields, which offer fast shield cycle times but a pittance of the absorption capacity of a heavy shield.
    • Two levels of 'heavy' shields, which offer slow regeneration cycles but many times the stopping power of the quick-recharge version of shields.
    • The specialized hemispherical shields require a dedicated ship section for their generators.
    • One type of general purpose shield can be added to most standard and large combat ships - they don't require a dedicated generator section.
  • Cloaking
    • Is available relatively early.
    • There is a deep-scan satellite technology available near Quantum Sensors which will offer local visibility of cloaked vessels.
    • You have been warned!
  • Orbital bombardment & Planetary Invasion
    • Orbital bombardment destroys more infrastructure but much less population than in vanilla SOTS.
    • Bombardment is mostly ineffectual in the early game against even a moderately well established colony world.
    • With fusion and antimatter weapons it is more effective, but you'll risk destroying the habitability of the world in the process.
    • For these reasons, planetary invasion plays a more core role in conquest.
  • Orbital Stations
    • Orbital Stations are cheaper, require less maintenance, and are available earlier in the game.
    • Depending on the conditions of the games you set up, you should be able to build up your core worlds more extensively into fast-ship production centers or science centers or defensible positions.
    • They require only 1k civilian population so you can build them sooner on a developing world compared to vanilla SOTS.
    • You are still limited to 4 stations per world, maximum, subject to total population at each world.
    • Construction ships are considered standard civilian ships, so you can design and build your stations much earlier in the game.
  • World Growth
    • Homeworlds start at 200 infrastructure, as in vanilla SOTS.
    • However, all worlds can grow to 200 infrastructure if they are unmolested long enough.
    • It takes 1 year (game turn) per point beyond 100. So after an additional 100 years, any given world can grow to become a 'Trantor' or 'Earth'.
    • Zuul do not get this feature - they must expand rapidly or they will be dealing with enemies who are extremely well established (although Zuul can conquer such worlds and if done so without too much orbital bombardment, they too will benefit from the extremely high infrastructure).
    • Population growth factors are slower than in vanilla. This will slow world-growth, and give a longer period of time in which they are vulnerable for most races (Zuul, and to a lesser extent, Hiver, will see little change due their natural high reproduction rates).
    • Standard colonizers are slightly better than in vanilla in order to reduce micro-management a bit.
  • Artificial Intelligence
    • Is wickedly more expensive.
    • This increases the time you will be forced to spend researching it, and thus increases significantly your risks of getting an AI rebellion.
    • They are organized in such a way that you can research whichever one becomes available to you directly, without having to be forced to always start with AI Research (which vanilla refers to as 'AI') - hence if you unlock AI Fire Control first, then you can start there.
    • There is no guarantee of any particular AI techs opening up. All are random, but there are multiple avenues to each one.
  • Drones
    • Start with 2 small weapons, and can be improved to have 1 medium weapon + 2 small.
    • There are two additional types of drones available in fusion age:
      • Mine Layer Drones
      • Torpedo Drones
        • Fire miniaturized versions of any torpedo technology you have researched.
        • Such mini-torps are shorter ranged and lower-yield variants appropriate to the very small craft.
  • Flag Ships
    • You can build multiple flag ships once you've research Flag Command
      • They are bank-breaking expensive, however, so you're not guaranteed to be able to afford even one.
  • Trade
    • There is only one size of freighters: standard - meaning you only need to set up your trade routes ONCE per game.
    • Each trade route requires 1 freighter to operate it. So 1 route = 1 freighter (either Q or standard).
    • Trade sectors are 50% larger - so there are fewer of them.
      • This means you'll have to control more space to setup your trade.
      • They'll be easier for enemies to disrupt.
      • You will need to manage fewer of them.
    • Trade Stations provide one maintenance-free trade route each.
    • Trade Stations boost trade income +15%.
    • Overall, trade will offer a smaller % of your income compared to vanilla.
      • This is to help balance out the other changes that will boost your overall income.
  • Racial Affinities
    • Hiver: mines, drones, COL, missiles (esp. standard and small), ballistics (esp. bursters), armor, stealth, plasma torpedos
    • Humans: pulsed lasers, missiles, emitters, drones, photon torpedos, heavy beams
    • Liir: pulsed lasers, plasma cannons, emitters, quick shields, energy torpedos
    • Morrigi: drones, COL, beamers, heavy beams, plasma cannons, disruptor torpedoes, disruptor & deflector shields, cloaking
    • Tarkas: ballistics, missiles (esp. corrosive & nanite), armor, heavy shields, gluonic torpedos
    • Zuul: beamers, combat beams, missiles (esp. corrosive & nanite), disruptor torpedoes, disruptor & deflector shields
Options:
  • I have included a couple of alternate game options (these are under TechTree folder):
    • MasterTechList.tech (also in MasterMasterTechList.tech)
      • This is the standard tech tree starting in the fission age.
    • MasterTechList (100% Chances).tech
      • This is the same tech tree, but every race can research all possible technologies (as if you rolled every possible tech you could).
      • Cost is normal, so you still start in the fission age as normal.
    • MasterTechList (Fusion Age).tech
      • This gets you started as if you'd just researched Fusion power.
      • You start with any fission age technology that you rolled (normal chances).
      • This is a great 'get the game rolling faster' option if you give everyone say 5 worlds to start with and maybe 2-5m cash.
    • MasterTechList (All Tech).tech
      • This is really for debugging purposes: you start with every tech already researched.
    • MasterTechList (End Game).tech
      • Similar to all tech - it's as if you researched all tech available to you (but normal chances for any given tech).
  • In order to use an alternate tech file - you just need to backup your current one, and then copy the contents of the one you want into MasterTechList.tech
    • To restore to the standard BSOTS tech tree, either use your backup, or copy the contents of 'MasterMasterTechList.tech' to 'MasterTechList.tech'
    • NOTE: don't change your tech file during a game. Make sure you stick with the same one for the duration of a game.
      • If you really want to switch around, make sure you have the correct file installed as 'MasterTechList.tech' when you load and play any specific game (same one you used to create the game with).
      • If you switch them up, your game will become very odd, and you may crash the game.
Credits:
  • Alpha Centauri - The core design, coordination, and bulk of data file changes.
  • Warcat - 3D modelling of tech tree, ship sections, and some turrets; plus ideas and help & feedback throughout this process!
  • Foraven (Rayp) - FRB Mod - Inspiration, balance, ideas, and AI generated ship-names.
  • R2dical - Hi-res Planets, Skybox, and Nebula effects; plus his AI thread in forums on AI modding.
  • BlueInstinct - Combined Mod - GUI face lift ideas & art (might integrate more later!)
  • Okim - ACM Mod - Some 3D turret models, artwork, and general ideas & proof of concept.
  • Eleahen - Custom maps I love to play on!
  • pRev - Ultimate Starnames collection.
  • Valerian - Non-flashing note indicators.
  • Drages - Icon art & ideas.
Sword of the Stars
Developer(s)Kerberos Productions
Publisher(s)Paradox Interactive (current)[1]
Lighthouse Interactive (former)
Producer(s)Christopher Stewart
Designer(s)Martin Cirulis
Programmer(s)Darren Grant
Artist(s)Chris Gerspacher
Composer(s)Paul Ruskay
Platform(s)Microsoft Windows
ReleaseBorn of Blood
  • NA: June 5, 2007
  • EU: July 20, 2007
A Murder of Crows
Genre(s)Turn-based strategy, real-time tactics
Mode(s)Single-player, multiplayer

Sword of the Stars is a space 4X game developed by Kerberos Productions.[2] In the game the player chooses one of four unique races to form an interstellar empire and conquer the galaxy. In order to win, the player must expand territory by colonizing new star systems, exploit the resources available to their colonies, design and build starships, and improve their empire's technology through research and strategy.

Stars

Sword of the Stars consists of turn-based strategic gameplay highlighted by real-time battles. Each of the four races has a unique method of strategic movement among other differentiators. Also the game provides a high amount of randomness from technology availability, to map features, to large scale independent threats. Sword of the Stars is fully multiplayer-capable allowing players to leave and enter the game at will. Finally it features a detailed ship design system and the simulation of combat using a physics-based engine instead of probability calculation, provides a large variety in combat engagements.

Gameplay[edit]

The game is turn-based with battles played out in real-time, similar to the Total War series of strategy games. In the latest version of the game, there are six different alien races to choose from, each with its unique form of faster-than-light travel and preferred technologies. These races include humans, insect-like Hivers, dolphin-like Liir, reptilian Tarkas, marsupial Zuul, and the crow-like Morrigi. Each of the races has been supplied with a detailed history and back story that adds flavor to the game.

The goal with Sword of the Stars was to create a relatively fast-paced multiplayer-focused game. To that end, there are timers in place to limit the duration of strategic turns, as well as the duration of the battles, which are fought in real-time. When a player leaves, he or she is replaced by an AI that is given specific orders as to how to continue play. Any game can be saved and then later continued, both on-line and off-line.

Ship design and combat[edit]

There are three different types of hull sizes available, namely destroyer, cruiser, and dreadnought. Players must design new ships to take advantage of breakthroughs in technology. Ship design is a streamlined affair. A ship consists of three sections: command, mission, and engine. The mission sections define the ship's purpose (e.g. armor, sensor-jamming). Command sections can add a secondary function to the ship, such as a deep scan ability. The engine section determines the speed of the vessel. Each section also has hard points of various size (small, medium, large, and special) to which weapons can be attached.

The game's combat model uses a hybrid 2D/3D model that has the user controlling the battle on a 2D plane but allowing the ships to move in three dimensions automatically (such as to avoid collisions). Weapon accuracy is determined by the size of a cone of fire; more accurate weapons have tighter cones of fire. Shots are then tracked from initial firing until they hit maximum range; in this, it is possible for a projectile to hit something it was not even aiming at, or for a shot that might have missed to hit as an opposing ship maneuvers itself into the line of fire. Damage is applied to the affected section or turret, depending on the location hit. The game tracks individual polygons, making it possible to target very specific areas of an enemy ship, such as individual turrets.

Research[edit]

There are hundreds of technologies to research in Sword of the Stars, a few of which are also unique to each of the game's alien races. Aside from a number of core technologies, most other technology tracks are randomized at the start of the game, so that there is some uncertainty with respect to which technologies will be available to the player in any given game. Probabilities are weighted by race and influenced by the racial back stories. For example, the Liir are proficient in the field of Biotech. Research is funded as a portion of an empire's income, and can be adjusted via a slider.

Development[edit]

The game was developed by Kerberos Productions, which was formed by a group of former Barking Dog Studios employees who had earlier worked on the game Homeworld: Cataclysm, an expansion to Relic Entertainment's space real-time strategy game Homeworld.

A total of three expansions were released in addition to numerous free patches and updates.

The first expansion, Born of Blood, was published in 2007, and introduced a new race, the Zuul, as well as new features, namely trading and commerce raiding and in the case of the Zuul, slave raiding.[3] A bundle of the 'gold' edition of the original game and this expansion pack, along with a bonus disc featuring, among other things, concept art, was released on May 28, 2008, under the title Sword of the Stars: Collectors Edition.[4]

A second expansion, A Murder of Crows, was released in 2008. This expansion introduced a new, sixth race, the crow-like Morrigi, as well as some new technologies, the addition of civilians to planet populations, and new Dreadnought-sized orbital stations. Players were required to have either the first expansion or the bundle to install and play this expansion pack. Soon after Paradox Interactive took over publishing duties a new bundle was released on April 17, 2009 called Sword of the Stars: Ultimate Collection. This bundle featured the original game and the two expansions.

A third and final expansion pack was released on June 17, 2009, called Argos Naval Yard. This pack introduced new ship sections, technology, and weapons. In order to use this pack players were required to own both the original game and the previous two expansions. On May 6, 2010, the Sword of the Stars: Complete Collection was announced for digital download. This bundle features the original game (updated to version 1.8.0), all expansion packs, and some bonus material in the form of exclusive maps.[5][6]

Reception[edit]

Sword of the Stars[edit]

Sword of the Stars
Aggregate score
AggregatorScore
Metacritic68/100[7]
Review scores
PublicationScore
1Up.comD+[8]
CGM[9]
CGW(unfavorable)[10]
Game Informer7.5/10[11]
GamePro2.75/5[12]
GameSpot7.4/10[13]
GameZone7.6/10[14]
IGN7.7/10[15]
PC Gamer (US)89%[16]
PC Zone83%[17]

The game received 'average' reviews according to the review aggregation website Metacritic.[7]

PC Gamer said: 'While Sword of the Stars doesn't possess the battlefield variety of the 'Homeworld' games that inspired it, it remains an ambitious and engrossing strategy triumph.'[16]

Perhaps the most negative review was written by Tom Chick of 1UP.com, who summarized it as '[a] misguided attempt at a streamlined strategy game'. His main criticisms focused on how little information the interface supplied to players and how difficult it was to navigate the game's main map screen and technology interface.[8] Some controversy arose when the lead designer of Sword of the Stars, Martin Cirulis, discovered that Tom Chick had written the manual for Galactic Civilizations II and then accused Chick of having a vested interest in seeing Sword of the Stars fail. Tom Chick addressed this issue on his website, claiming that the 'one-time' payment he had received for the manual did not represent a conflict of interest in reviewing a rival title in the same genre.[18]

Expansion packs[edit]

Sword Of The Stars The Pit Guide
Sword of the Stars: Born of Blood
Aggregate score
AggregatorScore
Metacritic79/100[19]
Review scores
PublicationScore
GameSpot7.5/10[20]
GameZone7.5/10[21]
IGN7.2/10[22]
PC Gamer (US)78%[23]
PC Zone82%[24]
Sword of the Stars: A Murder of Crows
Aggregate score
AggregatorScore
Metacritic75/100[25]
Review scores
PublicationScore
GameZone7.5/10[26]
IGN7.2/10[27]
Sword of the Stars: Argos Naval Yard
Aggregate score
AggregatorScore
Metacritic95/100[28]

The game sold well enough to warrant the release of three expansion packs. Reviews of the expansions were generally more favorable than those of the original game, with reviewers pointing out that the development team did take some of the criticisms and suggestions on board to improve interface issues and various gameplay elements.[19][25][28]

Sequel[edit]

On January 27, 2010, a sequel was announced by Kerberos, titled Sword of the Stars II: Lords of Winter. It was released October 28, 2011.[29] The sequel was panned by critics.

References[edit]

  1. ^IGN staff (April 14, 2009). 'Sword of the Stars Series Finds Homeworld at Paradox Interactive'. IGN. Ziff Davis. Retrieved March 28, 2019.
  2. ^'Sword of the Stars Complete Collection'. Paradox Interactive. Retrieved March 28, 2019.
  3. ^'Release Information'. Sword of the Stars. Archived from the original on May 8, 2012. Retrieved March 28, 2019.
  4. ^'LHI CE GOLD'. Sword of the Stars. Archived from the original on March 3, 2012. Retrieved May 20, 2012.
  5. ^'Sword of the Stars: Complete Collection Release Date Announced!'. Paradox Interactive. May 6, 2010. Archived from the original on May 9, 2010. Retrieved March 28, 2019.
  6. ^'Category:Complete Collection'. Sword of the Stars. Archived from the original on March 8, 2012. Retrieved March 28, 2019.
  7. ^ ab'Sword of the Stars for PC Reviews'. Metacritic. CBS Interactive. Retrieved May 20, 2012.
  8. ^ abTom Chick (November 11, 2006). 'Sword of the Stars'. 1UP.com. Ziff Davis. Archived from the original on October 7, 2012. Retrieved March 28, 2019.
  9. ^'Sword of the Stars'. Computer Games Magazine. No. 192. theGlobe.com. November 2006. p. 82.
  10. ^Tom Chick (November 2006). 'Sword of the Stars'(PDF). Computer Gaming World. No. 268. Ziff Davis. p. 98. Retrieved March 28, 2019.
  11. ^'Sword of the Stars'. Game Informer. No. 161. GameStop. September 2006. p. 99.
  12. ^CSL (August 24, 2006). 'Review: Sword of the Stars'. GamePro. IDG Entertainment. Archived from the original on November 12, 2007. Retrieved March 29, 2019.
  13. ^Jason Ocampo (August 29, 2006). 'Sword of the Stars Review'. GameSpot. CBS Interactive. Retrieved March 28, 2019.
  14. ^Michael Knutson (September 7, 2006). 'Sword of the Stars - PC - Review'. GameZone. Archived from the original on October 4, 2008. Retrieved March 29, 2019.
  15. ^Steve Butts (August 18, 2006). 'Sword of the Stars Review'. IGN. Ziff Davis. Retrieved March 28, 2019.
  16. ^ ab'Sword of the Stars'. PC Gamer. Vol. 13 no. 11. Future US. November 2006. p. 78.
  17. ^'PC Review: Sword of the Stars'. PC Zone. Future plc. October 2006. p. 76. Archived from the original on March 15, 2007. Retrieved March 29, 2019.
  18. ^Tom Chick (October 2, 2006). 'What's the deal with..the developer of Sword of the Stars?'. Quarter to Three. Retrieved May 20, 2012.
  19. ^ ab'Sword of the Stars: Born of Blood for PC Reviews'. Metacritic. CBS Interactive. Retrieved May 20, 2012.
  20. ^Jason Ocampo (June 26, 2007). 'Sword of the Stars: Born of Blood Review'. GameSpot. CBS Interactive. Retrieved March 29, 2019.
  21. ^Steven Hopper (July 6, 2007). 'Sword of the Stars: Born of Blood - PC - Review'. GameZone. Archived from the original on October 1, 2008. Retrieved March 29, 2019.
  22. ^Steve Butts (June 28, 2007). 'Sword of the Stars: Born of Blood Review'. IGN. Ziff Davis. Retrieved March 29, 2019.
  23. ^'Sword of the Stars: Born of Blood'. PC Gamer. Vol. 14 no. 11. Future US. November 2007. p. 71.
  24. ^'PC Review: Sword of the Stars: Born of Blood'. PC Zone. Future plc. September 2007. p. 78.
  25. ^ ab'Sword of the Stars: A Murder of Crows for PC Reviews'. Metacritic. CBS Interactive. Retrieved May 20, 2012.
  26. ^Steven Hopper (October 23, 2008). 'Sword of the Stars: A Murder of Crows - PC - Review'. GameZone. Archived from the original on October 31, 2008. Retrieved March 29, 2019.
  27. ^Steve Butts (November 17, 2008). 'Sword of the Stars: [A] Murder of Crows Review'. IGN. Ziff Davis. Retrieved March 29, 2019.
  28. ^ ab'Sword of the Stars: Argos Naval Yard for PC Reviews'. Metacritic. CBS Interactive. Retrieved May 20, 2012.
  29. ^'Sword of the Stars II'. Paradox Interactive. Archived from the original on May 14, 2012. Retrieved March 28, 2019.

External links[edit]

  • Sword of the Stars at MobyGames
  • Sword of the Stars: Born of Blood at MobyGames
  • Sword of the Stars: A Murder of Crows at MobyGames
  • Sword of the Stars: Argos Naval Yard at MobyGames
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Sword_of_the_Stars&oldid=935293469'

Popular Posts

  • Downloads
    • Bastard Sword of the Stars:
      • 3.0.2: http://www.mediafire.com/file/minabif3g .. s_3.0.2.7z
      • 2.5a: http://www.mediafire.com/file/04rpf8c5o .. rs_2.5a.7z
      • 2.1: https://www.mediafire.com/?jqsgeufc9gwt55s
      • 2.0b: http://www.mediafire.com/download/4an4xi22o9fy3l9
    • Extras:
      • Map-pack (collection of mostly Eleahen\'s work - with a few I think from other modders): http://www.mediafire.com/download/uy2b9bokel7gyq2
    • Utilities:
      • Mod Manager: http://www.mediafire.com/file/dl5vjexx2 .. r.zip/file

    Sword of the Stars: The Pit Guides castewar\'s Guides This item has been removed from the community because it violates Steam Community & Content Guidelines. It is only visible to you.

    The Hobbit is a film series consisting of three high fantasy adventure films directed by Peter Jackson.They are based on the 1937 novel The Hobbit by J. Tolkien, with large portions of the trilogy inspired by the appendices to The Return of the King, which expand on the story told in The Hobbit, as well as new material and characters written especially for the films. Favorite LOTR/Hobbit Movies In Order. The Lord of the Rings: The Return of the King (2003) 2. The Lord of the Rings: The Two Towers (2002) 3. The Lord of the Rings: The Fellowship of the Ring (2001) 4. The Hobbit: An Unexpected Journey (2012) 5. The Hobbit: The Desolation of Smaug (2013). The hobbit movies in order. A meek Hobbit from the Shire and eight companions set out on a journey to destroy the powerful One Ring and save Middle-earth from the Dark Lord Sauron. Director: Peter Jackson Stars: Elijah Wood, Ian McKellen, Orlando Bloom, Sean Bean. The Hobbit Movies In Order. If you’re a fan of horror movies, the Insidious movie series should definitely be on your “must see” list this year. Thor is a Marvel superhero that made his first appearance in comic books dating all the way back to the 1960s.

    What\'s New in 3.0.x
    • New Weapons (Advanced Emitters, mini-torps, mini-mines, advanced PD for most weapon types, lots of huge turret weapon types)
    • Improved weapon effects (for some weapons)
    • Drones are a core tech (guaranteed for all races)
    • Added some drone models from ACM to improve drone visuals
    • Added techs and icons to help clue you in when you get new capabilities
    • Added turret information for most weapon types in tech tree
    • Exaggerated differences between pulsed weapons such as lasers and continuous beams (beamers are shorter ranged but more accurate, pulsed start out stronger, have better range, but diminish in strength over distance)
    • Exaggerated differences between rapid and heavy shields (rapid is lighter & more rapid; heavy is stronger & slower recharge)
    • Tweaked PD to make it more effective without becoming OP
    • Tweaked all missile weapons rate of fire and improved their overall balance and consistency
    • Tractor beams are now a huge weapon, not a large weapon, meaning they can\'t be spammed anymore
    • Dual turrets have been moved to fusion age (dual missiles to antimatter)
    • Dreads now have NO small weapons - medium and larger! (you will likely want to escort them with smaller screening ships for planetary assaults)
    • Armors, Coatings, and Improved hull materials can be mixed together (one of each type) and are better balanced
    • Streamlined stations by reduced number per system to one per 750M pop making it more of a choice: focus this system on one, or at most, 2 things
    • Streamlined trade (Morrigi are only race to get trade)
    • Streamlined some tech acquisitions
    • Fixed any number of issues from 2.5 with model glitches and minor tech tree glitches, etc.
    • Much, much more!
    Bastard Sword of the Stars Core Mod:
    • Tech Tree
      • The technology tree is completely revamped - better organized, more interesting, new technologies and options.
      • Pace of technology acquisition in the middle and late game is slowed compared to vanilla.
      • Racial technologies are core.
        (e.g. Tarkas always have access to Living Steel).
      • Fusion, and even more so Antimatter ages, are much more expensive tiers, forcing players and AIs to explore more options in the current age rather than trying to \'rush antimatter.\'
      • There are many finishing touches added to the tech tree to make it more self-explanatory and easy to learn.
      • There is a full tech-tree map included with this mod in the root folder so you can see what techs are where, and what prerequisites they each require, and which techs are core, and which are random.
    • Weapons
      • There are a wider variety of weapons within each class of weapons (more torpedos, more missiles, more ballistic weapons, etc.)
      • Weapons generally have longer ranges than in vanilla SOTS. So battles begin further out and can take on a more epic feeling to them.
      • Most weapons technologies are NO LONGER core. They\'re random. Each race is guaranteed to get at least one major weapons technology line. Everything else is random, or salvageable.
      • Using smaller weapons in larger mounts offers NO additional benefits.
        (e.g. a small mount pulsed laser cannon in a medium mount supplies exactly one small mount pulsed laser cannon.)
      • There are explicit techs to unlock turrets with multiple barrels for various weapons systems.
      • Dual barrel variants effectively increases the firepower of a given mount to 150% of a single barrel version. (you must redesign your ship to take advantage of this technology).
      • You have more control over what combinations of weapons you wish to use on your ships (there are no missile-only mounts, for example).
    • CnC
      • Each CnC tier is available for all ship sizes.
      • For example, once you\'ve researched Advanced CnC you can design a standard, large, or huge CnC ship (assuming you\'ve researched those ship construction techs as well), and any such ship will have the same capacity to command other ships regardless of its own size.
    • Ships
      • Are much tougher.
      • With intelligent management and judicious use of retreat, you should be able to keep your ships alive much longer.
      • Repair is available in fission age, and there is a standard version of the repair ship so that you can take advantage of repair regardless of which order you research ship size classes in.
      • It takes longer to build them.
      • This will tie up your worlds with construction duties longer.
      • This will reduce your income, as well as force you to have to build up your fleets more proactively, instead of reactively.
      • Ship Yards (formerly Repair Stations) offer a +25% ship construction rate bonus.
      • Ships move faster and are more responsive than in vanilla SOTS.
      • Ships come in three size classes: Standard, Large, and Huge.
      • You start with the ability to design scout ships and some non-combat ship types of standard size only.
      • You will have to research \'Combat Construction,\' 'Large Combat Construction\' and \'Mega Combat Construction\' to get access to combat oriented ships in various size classes.
      • You can research any level of Combat Construction in any order, assuming you have researched the appropriate prerequisites
        (e.g. you\'ll need Heavy Platforms for Large Combat Construction).
      • Hence, it is not required that you research \'Combat Construction\' before you research \'Large Combat Construction\' - it is up to you.
      • You don\'t have to get large or huge construction for improved or advanced CnC (due to new CnC rules).
      • Many of the specialized combat sections for your ships require a specific technology to be researched before you will be able to design a ship with that specialized section.
        (e.g. \'Strafe Engineering\' must be researched after \'Combat Construction\' in order for you to design a standard sized combat ship with a strafe bridge section.)
    • Huge combat ships
      • Sport much larger weapon mounts than in the original Sword of the Stars.
      • Are extremely deadly to smaller ships due to having many medium, large, and huge mount weapons on them.
      • Are far harder to overwhelm with a swarm of smaller ships as compared to the original SOTS.
      • Do not have PD mounts and should be escorted by ships which do to defend against drones, missiles, and tracking torpedoes!
    • Armor
      • Two levels of deflectives - which are good against ballistics, but offer no other effect.
      • Two levels of reflectives - which are good against lasers (pulsed and beamers), but offer no other effect.
      • Two levels of hull reinforcements - which increase the strength of your ships, but offer no other effect.
      • You can combine each of these three types of armor on a single ship (one reflective, one deflective, and one hull reinforcement).
    • Shields
      • There are two lines of general shields plus the specialized deflective and reflective hemispherical shields.
      • Two levels of \'quick-recharging\' shields, which offer fast shield cycle times but a pittance of the absorption capacity of a heavy shield.
      • Two levels of \'heavy\' shields, which offer slow regeneration cycles but many times the stopping power of the quick-recharge version of shields.
      • The specialized hemispherical shields require a dedicated ship section for their generators.
      • One type of general purpose shield can be added to most standard and large combat ships - they don\'t require a dedicated generator section.
    • Cloaking
      • Is available relatively early.
      • There is a deep-scan satellite technology available near Quantum Sensors which will offer local visibility of cloaked vessels.
      • You have been warned!
    • Orbital bombardment & Planetary Invasion
      • Orbital bombardment destroys more infrastructure but much less population than in vanilla SOTS.
      • Bombardment is mostly ineffectual in the early game against even a moderately well established colony world.
      • With fusion and antimatter weapons it is more effective, but you\'ll risk destroying the habitability of the world in the process.
      • For these reasons, planetary invasion plays a more core role in conquest.
    • Orbital Stations
      • Orbital Stations are cheaper, require less maintenance, and are available earlier in the game.
      • Depending on the conditions of the games you set up, you should be able to build up your core worlds more extensively into fast-ship production centers or science centers or defensible positions.
      • They require only 1k civilian population so you can build them sooner on a developing world compared to vanilla SOTS.
      • You are still limited to 4 stations per world, maximum, subject to total population at each world.
      • Construction ships are considered standard civilian ships, so you can design and build your stations much earlier in the game.
    • World Growth
      • Homeworlds start at 200 infrastructure, as in vanilla SOTS.
      • However, all worlds can grow to 200 infrastructure if they are unmolested long enough.
      • It takes 1 year (game turn) per point beyond 100. So after an additional 100 years, any given world can grow to become a \'Trantor\' or \'Earth\'.
      • Zuul do not get this feature - they must expand rapidly or they will be dealing with enemies who are extremely well established (although Zuul can conquer such worlds and if done so without too much orbital bombardment, they too will benefit from the extremely high infrastructure).
      • Population growth factors are slower than in vanilla. This will slow world-growth, and give a longer period of time in which they are vulnerable for most races (Zuul, and to a lesser extent, Hiver, will see little change due their natural high reproduction rates).
      • Standard colonizers are slightly better than in vanilla in order to reduce micro-management a bit.
    • Artificial Intelligence
      • Is wickedly more expensive.
      • This increases the time you will be forced to spend researching it, and thus increases significantly your risks of getting an AI rebellion.
      • They are organized in such a way that you can research whichever one becomes available to you directly, without having to be forced to always start with AI Research (which vanilla refers to as \'AI\') - hence if you unlock AI Fire Control first, then you can start there.
      • There is no guarantee of any particular AI techs opening up. All are random, but there are multiple avenues to each one.
    • Drones
      • Start with 2 small weapons, and can be improved to have 1 medium weapon + 2 small.
      • There are two additional types of drones available in fusion age:
        • Mine Layer Drones
        • Torpedo Drones
          • Fire miniaturized versions of any torpedo technology you have researched.
          • Such mini-torps are shorter ranged and lower-yield variants appropriate to the very small craft.
    • Flag Ships
      • You can build multiple flag ships once you\'ve research Flag Command
        • They are bank-breaking expensive, however, so you\'re not guaranteed to be able to afford even one.
    • Trade
      • There is only one size of freighters: standard - meaning you only need to set up your trade routes ONCE per game.
      • Each trade route requires 1 freighter to operate it. So 1 route = 1 freighter (either Q or standard).
      • Trade sectors are 50% larger - so there are fewer of them.
        • This means you\'ll have to control more space to setup your trade.
        • They\'ll be easier for enemies to disrupt.
        • You will need to manage fewer of them.
      • Trade Stations provide one maintenance-free trade route each.
      • Trade Stations boost trade income +15%.
      • Overall, trade will offer a smaller % of your income compared to vanilla.
        • This is to help balance out the other changes that will boost your overall income.
    • Racial Affinities
      • Hiver: mines, drones, COL, missiles (esp. standard and small), ballistics (esp. bursters), armor, stealth, plasma torpedos
      • Humans: pulsed lasers, missiles, emitters, drones, photon torpedos, heavy beams
      • Liir: pulsed lasers, plasma cannons, emitters, quick shields, energy torpedos
      • Morrigi: drones, COL, beamers, heavy beams, plasma cannons, disruptor torpedoes, disruptor & deflector shields, cloaking
      • Tarkas: ballistics, missiles (esp. corrosive & nanite), armor, heavy shields, gluonic torpedos
      • Zuul: beamers, combat beams, missiles (esp. corrosive & nanite), disruptor torpedoes, disruptor & deflector shields
    Options:
    • I have included a couple of alternate game options (these are under TechTree folder):
      • MasterTechList.tech (also in MasterMasterTechList.tech)
        • This is the standard tech tree starting in the fission age.
      • MasterTechList (100% Chances).tech
        • This is the same tech tree, but every race can research all possible technologies (as if you rolled every possible tech you could).
        • Cost is normal, so you still start in the fission age as normal.
      • MasterTechList (Fusion Age).tech
        • This gets you started as if you\'d just researched Fusion power.
        • You start with any fission age technology that you rolled (normal chances).
        • This is a great \'get the game rolling faster\' option if you give everyone say 5 worlds to start with and maybe 2-5m cash.
      • MasterTechList (All Tech).tech
        • This is really for debugging purposes: you start with every tech already researched.
      • MasterTechList (End Game).tech
        • Similar to all tech - it\'s as if you researched all tech available to you (but normal chances for any given tech).
    • In order to use an alternate tech file - you just need to backup your current one, and then copy the contents of the one you want into MasterTechList.tech
      • To restore to the standard BSOTS tech tree, either use your backup, or copy the contents of \'MasterMasterTechList.tech\' to \'MasterTechList.tech\'
      • NOTE: don\'t change your tech file during a game. Make sure you stick with the same one for the duration of a game.
        • If you really want to switch around, make sure you have the correct file installed as \'MasterTechList.tech\' when you load and play any specific game (same one you used to create the game with).
        • If you switch them up, your game will become very odd, and you may crash the game.
    Credits:
    • Alpha Centauri - The core design, coordination, and bulk of data file changes.
    • Warcat - 3D modelling of tech tree, ship sections, and some turrets; plus ideas and help & feedback throughout this process!
    • Foraven (Rayp) - FRB Mod - Inspiration, balance, ideas, and AI generated ship-names.
    • R2dical - Hi-res Planets, Skybox, and Nebula effects; plus his AI thread in forums on AI modding.
    • BlueInstinct - Combined Mod - GUI face lift ideas & art (might integrate more later!)
    • Okim - ACM Mod - Some 3D turret models, artwork, and general ideas & proof of concept.
    • Eleahen - Custom maps I love to play on!
    • pRev - Ultimate Starnames collection.
    • Valerian - Non-flashing note indicators.
    • Drages - Icon art & ideas.
    Sword of the Stars
    Developer(s)Kerberos Productions
    Publisher(s)Paradox Interactive (current)[1]
    Lighthouse Interactive (former)
    Producer(s)Christopher Stewart
    Designer(s)Martin Cirulis
    Programmer(s)Darren Grant
    Artist(s)Chris Gerspacher
    Composer(s)Paul Ruskay
    Platform(s)Microsoft Windows
    ReleaseBorn of Blood
    • NA: June 5, 2007
    • EU: July 20, 2007
    A Murder of Crows
    Genre(s)Turn-based strategy, real-time tactics
    Mode(s)Single-player, multiplayer

    Sword of the Stars is a space 4X game developed by Kerberos Productions.[2] In the game the player chooses one of four unique races to form an interstellar empire and conquer the galaxy. In order to win, the player must expand territory by colonizing new star systems, exploit the resources available to their colonies, design and build starships, and improve their empire\'s technology through research and strategy.

    \'Stars\'

    Sword of the Stars consists of turn-based strategic gameplay highlighted by real-time battles. Each of the four races has a unique method of strategic movement among other differentiators. Also the game provides a high amount of randomness from technology availability, to map features, to large scale independent threats. Sword of the Stars is fully multiplayer-capable allowing players to leave and enter the game at will. Finally it features a detailed ship design system and the simulation of combat using a physics-based engine instead of probability calculation, provides a large variety in combat engagements.

    Gameplay[edit]

    The game is turn-based with battles played out in real-time, similar to the Total War series of strategy games. In the latest version of the game, there are six different alien races to choose from, each with its unique form of faster-than-light travel and preferred technologies. These races include humans, insect-like Hivers, dolphin-like Liir, reptilian Tarkas, marsupial Zuul, and the crow-like Morrigi. Each of the races has been supplied with a detailed history and back story that adds flavor to the game.

    The goal with Sword of the Stars was to create a relatively fast-paced multiplayer-focused game. To that end, there are timers in place to limit the duration of strategic turns, as well as the duration of the battles, which are fought in real-time. When a player leaves, he or she is replaced by an AI that is given specific orders as to how to continue play. Any game can be saved and then later continued, both on-line and off-line.

    Ship design and combat[edit]

    There are three different types of hull sizes available, namely destroyer, cruiser, and dreadnought. Players must design new ships to take advantage of breakthroughs in technology. Ship design is a streamlined affair. A ship consists of three sections: command, mission, and engine. The mission sections define the ship\'s purpose (e.g. armor, sensor-jamming). Command sections can add a secondary function to the ship, such as a deep scan ability. The engine section determines the speed of the vessel. Each section also has hard points of various size (small, medium, large, and special) to which weapons can be attached.

    The game\'s combat model uses a hybrid 2D/3D model that has the user controlling the battle on a 2D plane but allowing the ships to move in three dimensions automatically (such as to avoid collisions). Weapon accuracy is determined by the size of a cone of fire; more accurate weapons have tighter cones of fire. Shots are then tracked from initial firing until they hit maximum range; in this, it is possible for a projectile to hit something it was not even aiming at, or for a shot that might have missed to hit as an opposing ship maneuvers itself into the line of fire. Damage is applied to the affected section or turret, depending on the location hit. The game tracks individual polygons, making it possible to target very specific areas of an enemy ship, such as individual turrets.

    Research[edit]

    There are hundreds of technologies to research in Sword of the Stars, a few of which are also unique to each of the game\'s alien races. Aside from a number of core technologies, most other technology tracks are randomized at the start of the game, so that there is some uncertainty with respect to which technologies will be available to the player in any given game. Probabilities are weighted by race and influenced by the racial back stories. For example, the Liir are proficient in the field of Biotech. Research is funded as a portion of an empire\'s income, and can be adjusted via a slider.

    Development[edit]

    The game was developed by Kerberos Productions, which was formed by a group of former Barking Dog Studios employees who had earlier worked on the game Homeworld: Cataclysm, an expansion to Relic Entertainment\'s space real-time strategy game Homeworld.

    A total of three expansions were released in addition to numerous free patches and updates.

    The first expansion, Born of Blood, was published in 2007, and introduced a new race, the Zuul, as well as new features, namely trading and commerce raiding and in the case of the Zuul, slave raiding.[3] A bundle of the \'gold\' edition of the original game and this expansion pack, along with a bonus disc featuring, among other things, concept art, was released on May 28, 2008, under the title Sword of the Stars: Collectors Edition.[4]

    A second expansion, A Murder of Crows, was released in 2008. This expansion introduced a new, sixth race, the crow-like Morrigi, as well as some new technologies, the addition of civilians to planet populations, and new Dreadnought-sized orbital stations. Players were required to have either the first expansion or the bundle to install and play this expansion pack. Soon after Paradox Interactive took over publishing duties a new bundle was released on April 17, 2009 called Sword of the Stars: Ultimate Collection. This bundle featured the original game and the two expansions.

    A third and final expansion pack was released on June 17, 2009, called Argos Naval Yard. This pack introduced new ship sections, technology, and weapons. In order to use this pack players were required to own both the original game and the previous two expansions. On May 6, 2010, the Sword of the Stars: Complete Collection was announced for digital download. This bundle features the original game (updated to version 1.8.0), all expansion packs, and some bonus material in the form of exclusive maps.[5][6]

    Reception[edit]

    Sword of the Stars[edit]

    Sword of the Stars
    Aggregate score
    AggregatorScore
    Metacritic68/100[7]
    Review scores
    PublicationScore
    1Up.comD+[8]
    CGM[9]
    CGW(unfavorable)[10]
    Game Informer7.5/10[11]
    GamePro2.75/5[12]
    GameSpot7.4/10[13]
    GameZone7.6/10[14]
    IGN7.7/10[15]
    PC Gamer (US)89%[16]
    PC Zone83%[17]

    The game received \'average\' reviews according to the review aggregation website Metacritic.[7]

    PC Gamer said: \'While Sword of the Stars doesn\'t possess the battlefield variety of the \'Homeworld\' games that inspired it, it remains an ambitious and engrossing strategy triumph.\'[16]

    Perhaps the most negative review was written by Tom Chick of 1UP.com, who summarized it as \'[a] misguided attempt at a streamlined strategy game\'. His main criticisms focused on how little information the interface supplied to players and how difficult it was to navigate the game\'s main map screen and technology interface.[8] Some controversy arose when the lead designer of Sword of the Stars, Martin Cirulis, discovered that Tom Chick had written the manual for Galactic Civilizations II and then accused Chick of having a vested interest in seeing Sword of the Stars fail. Tom Chick addressed this issue on his website, claiming that the \'one-time\' payment he had received for the manual did not represent a conflict of interest in reviewing a rival title in the same genre.[18]

    Expansion packs[edit]

    \'Sword
    Sword of the Stars: Born of Blood
    Aggregate score
    AggregatorScore
    Metacritic79/100[19]
    Review scores
    PublicationScore
    GameSpot7.5/10[20]
    GameZone7.5/10[21]
    IGN7.2/10[22]
    PC Gamer (US)78%[23]
    PC Zone82%[24]
    Sword of the Stars: A Murder of Crows
    Aggregate score
    AggregatorScore
    Metacritic75/100[25]
    Review scores
    PublicationScore
    GameZone7.5/10[26]
    IGN7.2/10[27]
    Sword of the Stars: Argos Naval Yard
    Aggregate score
    AggregatorScore
    Metacritic95/100[28]

    The game sold well enough to warrant the release of three expansion packs. Reviews of the expansions were generally more favorable than those of the original game, with reviewers pointing out that the development team did take some of the criticisms and suggestions on board to improve interface issues and various gameplay elements.[19][25][28]

    Sequel[edit]

    On January 27, 2010, a sequel was announced by Kerberos, titled Sword of the Stars II: Lords of Winter. It was released October 28, 2011.[29] The sequel was panned by critics.

    References[edit]

    1. ^IGN staff (April 14, 2009). \'Sword of the Stars Series Finds Homeworld at Paradox Interactive\'. IGN. Ziff Davis. Retrieved March 28, 2019.
    2. ^\'Sword of the Stars Complete Collection\'. Paradox Interactive. Retrieved March 28, 2019.
    3. ^\'Release Information\'. Sword of the Stars. Archived from the original on May 8, 2012. Retrieved March 28, 2019.
    4. ^\'LHI CE GOLD\'. Sword of the Stars. Archived from the original on March 3, 2012. Retrieved May 20, 2012.
    5. ^\'Sword of the Stars: Complete Collection Release Date Announced!\'. Paradox Interactive. May 6, 2010. Archived from the original on May 9, 2010. Retrieved March 28, 2019.
    6. ^\'Category:Complete Collection\'. Sword of the Stars. Archived from the original on March 8, 2012. Retrieved March 28, 2019.
    7. ^ ab\'Sword of the Stars for PC Reviews\'. Metacritic. CBS Interactive. Retrieved May 20, 2012.
    8. ^ abTom Chick (November 11, 2006). \'Sword of the Stars\'. 1UP.com. Ziff Davis. Archived from the original on October 7, 2012. Retrieved March 28, 2019.
    9. ^\'Sword of the Stars\'. Computer Games Magazine. No. 192. theGlobe.com. November 2006. p. 82.
    10. ^Tom Chick (November 2006). \'Sword of the Stars\'(PDF). Computer Gaming World. No. 268. Ziff Davis. p. 98. Retrieved March 28, 2019.
    11. ^\'Sword of the Stars\'. Game Informer. No. 161. GameStop. September 2006. p. 99.
    12. ^CSL (August 24, 2006). \'Review: Sword of the Stars\'. GamePro. IDG Entertainment. Archived from the original on November 12, 2007. Retrieved March 29, 2019.
    13. ^Jason Ocampo (August 29, 2006). \'Sword of the Stars Review\'. GameSpot. CBS Interactive. Retrieved March 28, 2019.
    14. ^Michael Knutson (September 7, 2006). \'Sword of the Stars - PC - Review\'. GameZone. Archived from the original on October 4, 2008. Retrieved March 29, 2019.
    15. ^Steve Butts (August 18, 2006). \'Sword of the Stars Review\'. IGN. Ziff Davis. Retrieved March 28, 2019.
    16. ^ ab\'Sword of the Stars\'. PC Gamer. Vol. 13 no. 11. Future US. November 2006. p. 78.
    17. ^\'PC Review: Sword of the Stars\'. PC Zone. Future plc. October 2006. p. 76. Archived from the original on March 15, 2007. Retrieved March 29, 2019.
    18. ^Tom Chick (October 2, 2006). \'What\'s the deal with..the developer of Sword of the Stars?\'. Quarter to Three. Retrieved May 20, 2012.
    19. ^ ab\'Sword of the Stars: Born of Blood for PC Reviews\'. Metacritic. CBS Interactive. Retrieved May 20, 2012.
    20. ^Jason Ocampo (June 26, 2007). \'Sword of the Stars: Born of Blood Review\'. GameSpot. CBS Interactive. Retrieved March 29, 2019.
    21. ^Steven Hopper (July 6, 2007). \'Sword of the Stars: Born of Blood - PC - Review\'. GameZone. Archived from the original on October 1, 2008. Retrieved March 29, 2019.
    22. ^Steve Butts (June 28, 2007). \'Sword of the Stars: Born of Blood Review\'. IGN. Ziff Davis. Retrieved March 29, 2019.
    23. ^\'Sword of the Stars: Born of Blood\'. PC Gamer. Vol. 14 no. 11. Future US. November 2007. p. 71.
    24. ^\'PC Review: Sword of the Stars: Born of Blood\'. PC Zone. Future plc. September 2007. p. 78.
    25. ^ ab\'Sword of the Stars: A Murder of Crows for PC Reviews\'. Metacritic. CBS Interactive. Retrieved May 20, 2012.
    26. ^Steven Hopper (October 23, 2008). \'Sword of the Stars: A Murder of Crows - PC - Review\'. GameZone. Archived from the original on October 31, 2008. Retrieved March 29, 2019.
    27. ^Steve Butts (November 17, 2008). \'Sword of the Stars: [A] Murder of Crows Review\'. IGN. Ziff Davis. Retrieved March 29, 2019.
    28. ^ ab\'Sword of the Stars: Argos Naval Yard for PC Reviews\'. Metacritic. CBS Interactive. Retrieved May 20, 2012.
    29. ^\'Sword of the Stars II\'. Paradox Interactive. Archived from the original on May 14, 2012. Retrieved March 28, 2019.

    External links[edit]

    • Sword of the Stars at MobyGames
    • Sword of the Stars: Born of Blood at MobyGames
    • Sword of the Stars: A Murder of Crows at MobyGames
    • Sword of the Stars: Argos Naval Yard at MobyGames
    Retrieved from \'https://en.wikipedia.org/w/index.php?title=Sword_of_the_Stars&oldid=935293469\'
    ...'>Sword Of The Stars The Pit Guide(20.03.2020)
  • Downloads
    • Bastard Sword of the Stars:
      • 3.0.2: http://www.mediafire.com/file/minabif3g .. s_3.0.2.7z
      • 2.5a: http://www.mediafire.com/file/04rpf8c5o .. rs_2.5a.7z
      • 2.1: https://www.mediafire.com/?jqsgeufc9gwt55s
      • 2.0b: http://www.mediafire.com/download/4an4xi22o9fy3l9
    • Extras:
      • Map-pack (collection of mostly Eleahen\'s work - with a few I think from other modders): http://www.mediafire.com/download/uy2b9bokel7gyq2
    • Utilities:
      • Mod Manager: http://www.mediafire.com/file/dl5vjexx2 .. r.zip/file

    Sword of the Stars: The Pit Guides castewar\'s Guides This item has been removed from the community because it violates Steam Community & Content Guidelines. It is only visible to you.

    The Hobbit is a film series consisting of three high fantasy adventure films directed by Peter Jackson.They are based on the 1937 novel The Hobbit by J. Tolkien, with large portions of the trilogy inspired by the appendices to The Return of the King, which expand on the story told in The Hobbit, as well as new material and characters written especially for the films. Favorite LOTR/Hobbit Movies In Order. The Lord of the Rings: The Return of the King (2003) 2. The Lord of the Rings: The Two Towers (2002) 3. The Lord of the Rings: The Fellowship of the Ring (2001) 4. The Hobbit: An Unexpected Journey (2012) 5. The Hobbit: The Desolation of Smaug (2013). The hobbit movies in order. A meek Hobbit from the Shire and eight companions set out on a journey to destroy the powerful One Ring and save Middle-earth from the Dark Lord Sauron. Director: Peter Jackson Stars: Elijah Wood, Ian McKellen, Orlando Bloom, Sean Bean. The Hobbit Movies In Order. If you’re a fan of horror movies, the Insidious movie series should definitely be on your “must see” list this year. Thor is a Marvel superhero that made his first appearance in comic books dating all the way back to the 1960s.

    What\'s New in 3.0.x
    • New Weapons (Advanced Emitters, mini-torps, mini-mines, advanced PD for most weapon types, lots of huge turret weapon types)
    • Improved weapon effects (for some weapons)
    • Drones are a core tech (guaranteed for all races)
    • Added some drone models from ACM to improve drone visuals
    • Added techs and icons to help clue you in when you get new capabilities
    • Added turret information for most weapon types in tech tree
    • Exaggerated differences between pulsed weapons such as lasers and continuous beams (beamers are shorter ranged but more accurate, pulsed start out stronger, have better range, but diminish in strength over distance)
    • Exaggerated differences between rapid and heavy shields (rapid is lighter & more rapid; heavy is stronger & slower recharge)
    • Tweaked PD to make it more effective without becoming OP
    • Tweaked all missile weapons rate of fire and improved their overall balance and consistency
    • Tractor beams are now a huge weapon, not a large weapon, meaning they can\'t be spammed anymore
    • Dual turrets have been moved to fusion age (dual missiles to antimatter)
    • Dreads now have NO small weapons - medium and larger! (you will likely want to escort them with smaller screening ships for planetary assaults)
    • Armors, Coatings, and Improved hull materials can be mixed together (one of each type) and are better balanced
    • Streamlined stations by reduced number per system to one per 750M pop making it more of a choice: focus this system on one, or at most, 2 things
    • Streamlined trade (Morrigi are only race to get trade)
    • Streamlined some tech acquisitions
    • Fixed any number of issues from 2.5 with model glitches and minor tech tree glitches, etc.
    • Much, much more!
    Bastard Sword of the Stars Core Mod:
    • Tech Tree
      • The technology tree is completely revamped - better organized, more interesting, new technologies and options.
      • Pace of technology acquisition in the middle and late game is slowed compared to vanilla.
      • Racial technologies are core.
        (e.g. Tarkas always have access to Living Steel).
      • Fusion, and even more so Antimatter ages, are much more expensive tiers, forcing players and AIs to explore more options in the current age rather than trying to \'rush antimatter.\'
      • There are many finishing touches added to the tech tree to make it more self-explanatory and easy to learn.
      • There is a full tech-tree map included with this mod in the root folder so you can see what techs are where, and what prerequisites they each require, and which techs are core, and which are random.
    • Weapons
      • There are a wider variety of weapons within each class of weapons (more torpedos, more missiles, more ballistic weapons, etc.)
      • Weapons generally have longer ranges than in vanilla SOTS. So battles begin further out and can take on a more epic feeling to them.
      • Most weapons technologies are NO LONGER core. They\'re random. Each race is guaranteed to get at least one major weapons technology line. Everything else is random, or salvageable.
      • Using smaller weapons in larger mounts offers NO additional benefits.
        (e.g. a small mount pulsed laser cannon in a medium mount supplies exactly one small mount pulsed laser cannon.)
      • There are explicit techs to unlock turrets with multiple barrels for various weapons systems.
      • Dual barrel variants effectively increases the firepower of a given mount to 150% of a single barrel version. (you must redesign your ship to take advantage of this technology).
      • You have more control over what combinations of weapons you wish to use on your ships (there are no missile-only mounts, for example).
    • CnC
      • Each CnC tier is available for all ship sizes.
      • For example, once you\'ve researched Advanced CnC you can design a standard, large, or huge CnC ship (assuming you\'ve researched those ship construction techs as well), and any such ship will have the same capacity to command other ships regardless of its own size.
    • Ships
      • Are much tougher.
      • With intelligent management and judicious use of retreat, you should be able to keep your ships alive much longer.
      • Repair is available in fission age, and there is a standard version of the repair ship so that you can take advantage of repair regardless of which order you research ship size classes in.
      • It takes longer to build them.
      • This will tie up your worlds with construction duties longer.
      • This will reduce your income, as well as force you to have to build up your fleets more proactively, instead of reactively.
      • Ship Yards (formerly Repair Stations) offer a +25% ship construction rate bonus.
      • Ships move faster and are more responsive than in vanilla SOTS.
      • Ships come in three size classes: Standard, Large, and Huge.
      • You start with the ability to design scout ships and some non-combat ship types of standard size only.
      • You will have to research \'Combat Construction,\' 'Large Combat Construction\' and \'Mega Combat Construction\' to get access to combat oriented ships in various size classes.
      • You can research any level of Combat Construction in any order, assuming you have researched the appropriate prerequisites
        (e.g. you\'ll need Heavy Platforms for Large Combat Construction).
      • Hence, it is not required that you research \'Combat Construction\' before you research \'Large Combat Construction\' - it is up to you.
      • You don\'t have to get large or huge construction for improved or advanced CnC (due to new CnC rules).
      • Many of the specialized combat sections for your ships require a specific technology to be researched before you will be able to design a ship with that specialized section.
        (e.g. \'Strafe Engineering\' must be researched after \'Combat Construction\' in order for you to design a standard sized combat ship with a strafe bridge section.)
    • Huge combat ships
      • Sport much larger weapon mounts than in the original Sword of the Stars.
      • Are extremely deadly to smaller ships due to having many medium, large, and huge mount weapons on them.
      • Are far harder to overwhelm with a swarm of smaller ships as compared to the original SOTS.
      • Do not have PD mounts and should be escorted by ships which do to defend against drones, missiles, and tracking torpedoes!
    • Armor
      • Two levels of deflectives - which are good against ballistics, but offer no other effect.
      • Two levels of reflectives - which are good against lasers (pulsed and beamers), but offer no other effect.
      • Two levels of hull reinforcements - which increase the strength of your ships, but offer no other effect.
      • You can combine each of these three types of armor on a single ship (one reflective, one deflective, and one hull reinforcement).
    • Shields
      • There are two lines of general shields plus the specialized deflective and reflective hemispherical shields.
      • Two levels of \'quick-recharging\' shields, which offer fast shield cycle times but a pittance of the absorption capacity of a heavy shield.
      • Two levels of \'heavy\' shields, which offer slow regeneration cycles but many times the stopping power of the quick-recharge version of shields.
      • The specialized hemispherical shields require a dedicated ship section for their generators.
      • One type of general purpose shield can be added to most standard and large combat ships - they don\'t require a dedicated generator section.
    • Cloaking
      • Is available relatively early.
      • There is a deep-scan satellite technology available near Quantum Sensors which will offer local visibility of cloaked vessels.
      • You have been warned!
    • Orbital bombardment & Planetary Invasion
      • Orbital bombardment destroys more infrastructure but much less population than in vanilla SOTS.
      • Bombardment is mostly ineffectual in the early game against even a moderately well established colony world.
      • With fusion and antimatter weapons it is more effective, but you\'ll risk destroying the habitability of the world in the process.
      • For these reasons, planetary invasion plays a more core role in conquest.
    • Orbital Stations
      • Orbital Stations are cheaper, require less maintenance, and are available earlier in the game.
      • Depending on the conditions of the games you set up, you should be able to build up your core worlds more extensively into fast-ship production centers or science centers or defensible positions.
      • They require only 1k civilian population so you can build them sooner on a developing world compared to vanilla SOTS.
      • You are still limited to 4 stations per world, maximum, subject to total population at each world.
      • Construction ships are considered standard civilian ships, so you can design and build your stations much earlier in the game.
    • World Growth
      • Homeworlds start at 200 infrastructure, as in vanilla SOTS.
      • However, all worlds can grow to 200 infrastructure if they are unmolested long enough.
      • It takes 1 year (game turn) per point beyond 100. So after an additional 100 years, any given world can grow to become a \'Trantor\' or \'Earth\'.
      • Zuul do not get this feature - they must expand rapidly or they will be dealing with enemies who are extremely well established (although Zuul can conquer such worlds and if done so without too much orbital bombardment, they too will benefit from the extremely high infrastructure).
      • Population growth factors are slower than in vanilla. This will slow world-growth, and give a longer period of time in which they are vulnerable for most races (Zuul, and to a lesser extent, Hiver, will see little change due their natural high reproduction rates).
      • Standard colonizers are slightly better than in vanilla in order to reduce micro-management a bit.
    • Artificial Intelligence
      • Is wickedly more expensive.
      • This increases the time you will be forced to spend researching it, and thus increases significantly your risks of getting an AI rebellion.
      • They are organized in such a way that you can research whichever one becomes available to you directly, without having to be forced to always start with AI Research (which vanilla refers to as \'AI\') - hence if you unlock AI Fire Control first, then you can start there.
      • There is no guarantee of any particular AI techs opening up. All are random, but there are multiple avenues to each one.
    • Drones
      • Start with 2 small weapons, and can be improved to have 1 medium weapon + 2 small.
      • There are two additional types of drones available in fusion age:
        • Mine Layer Drones
        • Torpedo Drones
          • Fire miniaturized versions of any torpedo technology you have researched.
          • Such mini-torps are shorter ranged and lower-yield variants appropriate to the very small craft.
    • Flag Ships
      • You can build multiple flag ships once you\'ve research Flag Command
        • They are bank-breaking expensive, however, so you\'re not guaranteed to be able to afford even one.
    • Trade
      • There is only one size of freighters: standard - meaning you only need to set up your trade routes ONCE per game.
      • Each trade route requires 1 freighter to operate it. So 1 route = 1 freighter (either Q or standard).
      • Trade sectors are 50% larger - so there are fewer of them.
        • This means you\'ll have to control more space to setup your trade.
        • They\'ll be easier for enemies to disrupt.
        • You will need to manage fewer of them.
      • Trade Stations provide one maintenance-free trade route each.
      • Trade Stations boost trade income +15%.
      • Overall, trade will offer a smaller % of your income compared to vanilla.
        • This is to help balance out the other changes that will boost your overall income.
    • Racial Affinities
      • Hiver: mines, drones, COL, missiles (esp. standard and small), ballistics (esp. bursters), armor, stealth, plasma torpedos
      • Humans: pulsed lasers, missiles, emitters, drones, photon torpedos, heavy beams
      • Liir: pulsed lasers, plasma cannons, emitters, quick shields, energy torpedos
      • Morrigi: drones, COL, beamers, heavy beams, plasma cannons, disruptor torpedoes, disruptor & deflector shields, cloaking
      • Tarkas: ballistics, missiles (esp. corrosive & nanite), armor, heavy shields, gluonic torpedos
      • Zuul: beamers, combat beams, missiles (esp. corrosive & nanite), disruptor torpedoes, disruptor & deflector shields
    Options:
    • I have included a couple of alternate game options (these are under TechTree folder):
      • MasterTechList.tech (also in MasterMasterTechList.tech)
        • This is the standard tech tree starting in the fission age.
      • MasterTechList (100% Chances).tech
        • This is the same tech tree, but every race can research all possible technologies (as if you rolled every possible tech you could).
        • Cost is normal, so you still start in the fission age as normal.
      • MasterTechList (Fusion Age).tech
        • This gets you started as if you\'d just researched Fusion power.
        • You start with any fission age technology that you rolled (normal chances).
        • This is a great \'get the game rolling faster\' option if you give everyone say 5 worlds to start with and maybe 2-5m cash.
      • MasterTechList (All Tech).tech
        • This is really for debugging purposes: you start with every tech already researched.
      • MasterTechList (End Game).tech
        • Similar to all tech - it\'s as if you researched all tech available to you (but normal chances for any given tech).
    • In order to use an alternate tech file - you just need to backup your current one, and then copy the contents of the one you want into MasterTechList.tech
      • To restore to the standard BSOTS tech tree, either use your backup, or copy the contents of \'MasterMasterTechList.tech\' to \'MasterTechList.tech\'
      • NOTE: don\'t change your tech file during a game. Make sure you stick with the same one for the duration of a game.
        • If you really want to switch around, make sure you have the correct file installed as \'MasterTechList.tech\' when you load and play any specific game (same one you used to create the game with).
        • If you switch them up, your game will become very odd, and you may crash the game.
    Credits:
    • Alpha Centauri - The core design, coordination, and bulk of data file changes.
    • Warcat - 3D modelling of tech tree, ship sections, and some turrets; plus ideas and help & feedback throughout this process!
    • Foraven (Rayp) - FRB Mod - Inspiration, balance, ideas, and AI generated ship-names.
    • R2dical - Hi-res Planets, Skybox, and Nebula effects; plus his AI thread in forums on AI modding.
    • BlueInstinct - Combined Mod - GUI face lift ideas & art (might integrate more later!)
    • Okim - ACM Mod - Some 3D turret models, artwork, and general ideas & proof of concept.
    • Eleahen - Custom maps I love to play on!
    • pRev - Ultimate Starnames collection.
    • Valerian - Non-flashing note indicators.
    • Drages - Icon art & ideas.
    Sword of the Stars
    Developer(s)Kerberos Productions
    Publisher(s)Paradox Interactive (current)[1]
    Lighthouse Interactive (former)
    Producer(s)Christopher Stewart
    Designer(s)Martin Cirulis
    Programmer(s)Darren Grant
    Artist(s)Chris Gerspacher
    Composer(s)Paul Ruskay
    Platform(s)Microsoft Windows
    ReleaseBorn of Blood
    • NA: June 5, 2007
    • EU: July 20, 2007
    A Murder of Crows
    Genre(s)Turn-based strategy, real-time tactics
    Mode(s)Single-player, multiplayer

    Sword of the Stars is a space 4X game developed by Kerberos Productions.[2] In the game the player chooses one of four unique races to form an interstellar empire and conquer the galaxy. In order to win, the player must expand territory by colonizing new star systems, exploit the resources available to their colonies, design and build starships, and improve their empire\'s technology through research and strategy.

    \'Stars\'

    Sword of the Stars consists of turn-based strategic gameplay highlighted by real-time battles. Each of the four races has a unique method of strategic movement among other differentiators. Also the game provides a high amount of randomness from technology availability, to map features, to large scale independent threats. Sword of the Stars is fully multiplayer-capable allowing players to leave and enter the game at will. Finally it features a detailed ship design system and the simulation of combat using a physics-based engine instead of probability calculation, provides a large variety in combat engagements.

    Gameplay[edit]

    The game is turn-based with battles played out in real-time, similar to the Total War series of strategy games. In the latest version of the game, there are six different alien races to choose from, each with its unique form of faster-than-light travel and preferred technologies. These races include humans, insect-like Hivers, dolphin-like Liir, reptilian Tarkas, marsupial Zuul, and the crow-like Morrigi. Each of the races has been supplied with a detailed history and back story that adds flavor to the game.

    The goal with Sword of the Stars was to create a relatively fast-paced multiplayer-focused game. To that end, there are timers in place to limit the duration of strategic turns, as well as the duration of the battles, which are fought in real-time. When a player leaves, he or she is replaced by an AI that is given specific orders as to how to continue play. Any game can be saved and then later continued, both on-line and off-line.

    Ship design and combat[edit]

    There are three different types of hull sizes available, namely destroyer, cruiser, and dreadnought. Players must design new ships to take advantage of breakthroughs in technology. Ship design is a streamlined affair. A ship consists of three sections: command, mission, and engine. The mission sections define the ship\'s purpose (e.g. armor, sensor-jamming). Command sections can add a secondary function to the ship, such as a deep scan ability. The engine section determines the speed of the vessel. Each section also has hard points of various size (small, medium, large, and special) to which weapons can be attached.

    The game\'s combat model uses a hybrid 2D/3D model that has the user controlling the battle on a 2D plane but allowing the ships to move in three dimensions automatically (such as to avoid collisions). Weapon accuracy is determined by the size of a cone of fire; more accurate weapons have tighter cones of fire. Shots are then tracked from initial firing until they hit maximum range; in this, it is possible for a projectile to hit something it was not even aiming at, or for a shot that might have missed to hit as an opposing ship maneuvers itself into the line of fire. Damage is applied to the affected section or turret, depending on the location hit. The game tracks individual polygons, making it possible to target very specific areas of an enemy ship, such as individual turrets.

    Research[edit]

    There are hundreds of technologies to research in Sword of the Stars, a few of which are also unique to each of the game\'s alien races. Aside from a number of core technologies, most other technology tracks are randomized at the start of the game, so that there is some uncertainty with respect to which technologies will be available to the player in any given game. Probabilities are weighted by race and influenced by the racial back stories. For example, the Liir are proficient in the field of Biotech. Research is funded as a portion of an empire\'s income, and can be adjusted via a slider.

    Development[edit]

    The game was developed by Kerberos Productions, which was formed by a group of former Barking Dog Studios employees who had earlier worked on the game Homeworld: Cataclysm, an expansion to Relic Entertainment\'s space real-time strategy game Homeworld.

    A total of three expansions were released in addition to numerous free patches and updates.

    The first expansion, Born of Blood, was published in 2007, and introduced a new race, the Zuul, as well as new features, namely trading and commerce raiding and in the case of the Zuul, slave raiding.[3] A bundle of the \'gold\' edition of the original game and this expansion pack, along with a bonus disc featuring, among other things, concept art, was released on May 28, 2008, under the title Sword of the Stars: Collectors Edition.[4]

    A second expansion, A Murder of Crows, was released in 2008. This expansion introduced a new, sixth race, the crow-like Morrigi, as well as some new technologies, the addition of civilians to planet populations, and new Dreadnought-sized orbital stations. Players were required to have either the first expansion or the bundle to install and play this expansion pack. Soon after Paradox Interactive took over publishing duties a new bundle was released on April 17, 2009 called Sword of the Stars: Ultimate Collection. This bundle featured the original game and the two expansions.

    A third and final expansion pack was released on June 17, 2009, called Argos Naval Yard. This pack introduced new ship sections, technology, and weapons. In order to use this pack players were required to own both the original game and the previous two expansions. On May 6, 2010, the Sword of the Stars: Complete Collection was announced for digital download. This bundle features the original game (updated to version 1.8.0), all expansion packs, and some bonus material in the form of exclusive maps.[5][6]

    Reception[edit]

    Sword of the Stars[edit]

    Sword of the Stars
    Aggregate score
    AggregatorScore
    Metacritic68/100[7]
    Review scores
    PublicationScore
    1Up.comD+[8]
    CGM[9]
    CGW(unfavorable)[10]
    Game Informer7.5/10[11]
    GamePro2.75/5[12]
    GameSpot7.4/10[13]
    GameZone7.6/10[14]
    IGN7.7/10[15]
    PC Gamer (US)89%[16]
    PC Zone83%[17]

    The game received \'average\' reviews according to the review aggregation website Metacritic.[7]

    PC Gamer said: \'While Sword of the Stars doesn\'t possess the battlefield variety of the \'Homeworld\' games that inspired it, it remains an ambitious and engrossing strategy triumph.\'[16]

    Perhaps the most negative review was written by Tom Chick of 1UP.com, who summarized it as \'[a] misguided attempt at a streamlined strategy game\'. His main criticisms focused on how little information the interface supplied to players and how difficult it was to navigate the game\'s main map screen and technology interface.[8] Some controversy arose when the lead designer of Sword of the Stars, Martin Cirulis, discovered that Tom Chick had written the manual for Galactic Civilizations II and then accused Chick of having a vested interest in seeing Sword of the Stars fail. Tom Chick addressed this issue on his website, claiming that the \'one-time\' payment he had received for the manual did not represent a conflict of interest in reviewing a rival title in the same genre.[18]

    Expansion packs[edit]

    \'Sword
    Sword of the Stars: Born of Blood
    Aggregate score
    AggregatorScore
    Metacritic79/100[19]
    Review scores
    PublicationScore
    GameSpot7.5/10[20]
    GameZone7.5/10[21]
    IGN7.2/10[22]
    PC Gamer (US)78%[23]
    PC Zone82%[24]
    Sword of the Stars: A Murder of Crows
    Aggregate score
    AggregatorScore
    Metacritic75/100[25]
    Review scores
    PublicationScore
    GameZone7.5/10[26]
    IGN7.2/10[27]
    Sword of the Stars: Argos Naval Yard
    Aggregate score
    AggregatorScore
    Metacritic95/100[28]

    The game sold well enough to warrant the release of three expansion packs. Reviews of the expansions were generally more favorable than those of the original game, with reviewers pointing out that the development team did take some of the criticisms and suggestions on board to improve interface issues and various gameplay elements.[19][25][28]

    Sequel[edit]

    On January 27, 2010, a sequel was announced by Kerberos, titled Sword of the Stars II: Lords of Winter. It was released October 28, 2011.[29] The sequel was panned by critics.

    References[edit]

    1. ^IGN staff (April 14, 2009). \'Sword of the Stars Series Finds Homeworld at Paradox Interactive\'. IGN. Ziff Davis. Retrieved March 28, 2019.
    2. ^\'Sword of the Stars Complete Collection\'. Paradox Interactive. Retrieved March 28, 2019.
    3. ^\'Release Information\'. Sword of the Stars. Archived from the original on May 8, 2012. Retrieved March 28, 2019.
    4. ^\'LHI CE GOLD\'. Sword of the Stars. Archived from the original on March 3, 2012. Retrieved May 20, 2012.
    5. ^\'Sword of the Stars: Complete Collection Release Date Announced!\'. Paradox Interactive. May 6, 2010. Archived from the original on May 9, 2010. Retrieved March 28, 2019.
    6. ^\'Category:Complete Collection\'. Sword of the Stars. Archived from the original on March 8, 2012. Retrieved March 28, 2019.
    7. ^ ab\'Sword of the Stars for PC Reviews\'. Metacritic. CBS Interactive. Retrieved May 20, 2012.
    8. ^ abTom Chick (November 11, 2006). \'Sword of the Stars\'. 1UP.com. Ziff Davis. Archived from the original on October 7, 2012. Retrieved March 28, 2019.
    9. ^\'Sword of the Stars\'. Computer Games Magazine. No. 192. theGlobe.com. November 2006. p. 82.
    10. ^Tom Chick (November 2006). \'Sword of the Stars\'(PDF). Computer Gaming World. No. 268. Ziff Davis. p. 98. Retrieved March 28, 2019.
    11. ^\'Sword of the Stars\'. Game Informer. No. 161. GameStop. September 2006. p. 99.
    12. ^CSL (August 24, 2006). \'Review: Sword of the Stars\'. GamePro. IDG Entertainment. Archived from the original on November 12, 2007. Retrieved March 29, 2019.
    13. ^Jason Ocampo (August 29, 2006). \'Sword of the Stars Review\'. GameSpot. CBS Interactive. Retrieved March 28, 2019.
    14. ^Michael Knutson (September 7, 2006). \'Sword of the Stars - PC - Review\'. GameZone. Archived from the original on October 4, 2008. Retrieved March 29, 2019.
    15. ^Steve Butts (August 18, 2006). \'Sword of the Stars Review\'. IGN. Ziff Davis. Retrieved March 28, 2019.
    16. ^ ab\'Sword of the Stars\'. PC Gamer. Vol. 13 no. 11. Future US. November 2006. p. 78.
    17. ^\'PC Review: Sword of the Stars\'. PC Zone. Future plc. October 2006. p. 76. Archived from the original on March 15, 2007. Retrieved March 29, 2019.
    18. ^Tom Chick (October 2, 2006). \'What\'s the deal with..the developer of Sword of the Stars?\'. Quarter to Three. Retrieved May 20, 2012.
    19. ^ ab\'Sword of the Stars: Born of Blood for PC Reviews\'. Metacritic. CBS Interactive. Retrieved May 20, 2012.
    20. ^Jason Ocampo (June 26, 2007). \'Sword of the Stars: Born of Blood Review\'. GameSpot. CBS Interactive. Retrieved March 29, 2019.
    21. ^Steven Hopper (July 6, 2007). \'Sword of the Stars: Born of Blood - PC - Review\'. GameZone. Archived from the original on October 1, 2008. Retrieved March 29, 2019.
    22. ^Steve Butts (June 28, 2007). \'Sword of the Stars: Born of Blood Review\'. IGN. Ziff Davis. Retrieved March 29, 2019.
    23. ^\'Sword of the Stars: Born of Blood\'. PC Gamer. Vol. 14 no. 11. Future US. November 2007. p. 71.
    24. ^\'PC Review: Sword of the Stars: Born of Blood\'. PC Zone. Future plc. September 2007. p. 78.
    25. ^ ab\'Sword of the Stars: A Murder of Crows for PC Reviews\'. Metacritic. CBS Interactive. Retrieved May 20, 2012.
    26. ^Steven Hopper (October 23, 2008). \'Sword of the Stars: A Murder of Crows - PC - Review\'. GameZone. Archived from the original on October 31, 2008. Retrieved March 29, 2019.
    27. ^Steve Butts (November 17, 2008). \'Sword of the Stars: [A] Murder of Crows Review\'. IGN. Ziff Davis. Retrieved March 29, 2019.
    28. ^ ab\'Sword of the Stars: Argos Naval Yard for PC Reviews\'. Metacritic. CBS Interactive. Retrieved May 20, 2012.
    29. ^\'Sword of the Stars II\'. Paradox Interactive. Archived from the original on May 14, 2012. Retrieved March 28, 2019.

    External links[edit]

    • Sword of the Stars at MobyGames
    • Sword of the Stars: Born of Blood at MobyGames
    • Sword of the Stars: A Murder of Crows at MobyGames
    • Sword of the Stars: Argos Naval Yard at MobyGames
    Retrieved from \'https://en.wikipedia.org/w/index.php?title=Sword_of_the_Stars&oldid=935293469\'
    ...'>Sword Of The Stars The Pit Guide(20.03.2020)