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TIGSource ForumsDeveloperPlaytestingStarLords3K a Strategic 4X Space Game
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Author Topic: StarLords3K a Strategic 4X Space Game  (Read 10466 times)
mahks
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« Reply #20 on: November 19, 2015, 09:02:09 PM »

The tutorial has been axed in favour of in-game hint panels.
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 Diplomacy, Trade & Conquest in the 4th millennium
mahks
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« Reply #21 on: February 15, 2016, 01:47:03 AM »

desperately need half a dozen more play testers, anyone?  Well, hello there!
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 Diplomacy, Trade & Conquest in the 4th millennium
mahks
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« Reply #22 on: October 02, 2017, 05:53:13 PM »

We just started a new episode.
Join in if you would like.

Feel free to ask questions here.
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 Diplomacy, Trade & Conquest in the 4th millennium
mahks
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« Reply #23 on: September 28, 2019, 05:18:20 PM »

The episode "Cave Mercatura Furta" has begun.

New game features:

  • UTS Delivery Service : Send resources to remote stars and territories.
  • Sector Markets : Resource trade via UTS.
  • New ship components :
        - Engineer Unit : Required to capture transponders.
        - Supply Dock : Reduces support by 50% for system ships.
  • Checklist : Programmable reminders.
  • Jumpgate Agreement : Required for foreign jumpgate use.
  • Join Route Option : For new ship builds.
  • Dragable Map : The map is now dragable!

Sample of an economic report:

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 Diplomacy, Trade & Conquest in the 4th millennium
mahks
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« Reply #24 on: January 23, 2020, 06:54:32 PM »

The episode "Mercatus Volgus Ubivis" has begun.

New game features:

    Dogfights : Takes place during short range combat by fightercraft
    Thrusters, Generators and Ion Cannons : Only usable on Fighters & Interceptors
    Civil Markets : Similar to black markets but deal in legal goods
    Luxuries : Demand now based solely on each star, rather than realm
    Civil Defence Fleets : Replace tribute ship building. CDF's build automatically based on habitat level
    Monuments : May now be dedicated to science, fertility, productivity or shipping. This results in bonus output
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 Diplomacy, Trade & Conquest in the 4th millennium
mahks
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« Reply #25 on: September 05, 2020, 05:53:44 PM »

The episode "Partes Facere Totam" will begin on September 11th 2020.

If you have never played and wish to join in, please begin the training game now so you can join the above game with some knowledge of the mechanics.

New game features:

New Structures :
  • Crafter : Crafts components
  • Power Station : Higher level structures now require power
  • Slave Market : Provides workers, but increases rebel activity
  • Training Base : Increases experience of ships at the star
Components : A new asset type
  • May be used to reduce costs of building structures, modules and ships
  • Should provide a comparative advantage to lords that invest in their research
Misc :
  • Tradebases have been removed in favour of the more universal "Sector Markets"
  • Lords may now enrol officials for extra training at foreign academies
  • Shipyards, assemblers and academies may now be dedicated to a single output, reducing time and costs
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 Diplomacy, Trade & Conquest in the 4th millennium
rajubhaiya
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« Reply #26 on: September 08, 2020, 10:22:38 AM »

I'd check out the game, but I don't use Firefox on my Mac :/ anyways I'm not convinced the visuals are your issue, I think you really need a good pitch at this point, as only a really niche group is going to be interested anyways, and most of those don't care about graphics to much. [spam links removed]
« Last Edit: September 24, 2022, 05:58:22 AM by ThemsAllTook » Logged
mahks
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« Reply #27 on: September 08, 2020, 02:22:57 PM »

I'd check out the game, but I don't use Firefox on my Mac.

It was Firefox only a few years back when the two engines had too many discrepancies.
Starlords3K now runs in Chrome and the Chrome clones like Brave and Edge.

Have not tested it in Safari lately, but I suspect it will not.

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 Diplomacy, Trade & Conquest in the 4th millennium
mahks
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« Reply #28 on: September 03, 2021, 03:13:00 AM »

The episode "Novus Contractus Artis" has begun.

New game features:

  • Civil goods markets replaced by "Goods Contracts".
  • Support costs for ships reduced.
  • Convoy type fleet removed, replaced with Supply Base type.
  • New comm channel consolidates intel from foreign realms.
  • Imperial fleets no longer garrison guild stars.
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 Diplomacy, Trade & Conquest in the 4th millennium
mahks
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« Reply #29 on: February 24, 2022, 11:26:54 PM »

The game now supports Chrome, Brave, Edge and other Chromium browsers
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 Diplomacy, Trade & Conquest in the 4th millennium
mahks
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« Reply #30 on: September 23, 2022, 08:08:41 PM »

The episode "Quis est lupus inter oves" has begun.

New game features:
  • Dossier of known intel for each opponent.
  • Imperial stars may now delay/search fleets.
  • Goods contracts for independent stars.
  • Dilemmas at more stars.
  • New agent operations :
    • Cause service worker strikes
    • Cause increase in piracy.
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mahks
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« Reply #31 on: September 23, 2023, 08:01:51 PM »

The episode "Invenire Vermis Foraminis" will begin soon.

If you wish to participate, join the training game now to learn the basics.

New game features:

   - Ships may now be retrofitted to another design.
   - You may now change your victory path at any time.
   - New diplomatic options: subsidy transfer, supply and repair agreements.   
   - Agent operations now have more depth.

www.StarLords3K.com
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 Diplomacy, Trade & Conquest in the 4th millennium
dunkdomez
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« Reply #32 on: October 23, 2023, 06:07:13 AM »

Hi there, I agree with some of the above posts re: graphics.  While the game may play well, the first impressions will determine if someone engages with it at all.
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LuvSlipk
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« Reply #33 on: October 24, 2023, 02:53:08 AM »

I quickly looked at the game and wow, how much time did you have to spend to develop this? I'm not a big expert, but it seems to me that a lot of time and effort was invested in it
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mahks
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« Reply #34 on: October 24, 2023, 03:11:39 AM »

15 years so far
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 Diplomacy, Trade & Conquest in the 4th millennium
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