Monday, 29 November 2010

Stellar Forces is 1!

It was actually about a week ago, but in all the excitement it passed me by. However, back in November 2009, the very first game of Stellar Forces was played. Now, almost 700 games have been played and the game goes from strength to strength. Thanks to everyone who has played a game, and especially thank you to all those who have provided content, media, new suggestions and great ideas. Here's to the next year and beyond!

Friday, 26 November 2010

Stellar Forces: Mission Playback

It's finally here! The one feature that was a fair bit of work but I've been wanting to add to Stellar Forces for months: Mission Playback.

Once a mission has been finished, it's now possible to playback the whole thing in a Strategic Scanner-style view. Ideal for seeing where your tactics failed or how you defeated your opponent so easily.

Here's an example mission playback from one of my less succesful missions. See how I charge across the complex looking for the enemy! Grin as my units are picked off one by one! Laugh as I concede since victory has eluded me again!

Wednesday, 24 November 2010

Stellar Forces: Autoupdating Client

The v1.44 (or greater) versions of the Stellar Forces client will now automatically check and update itself to the latest release.

Wednesday, 17 November 2010

Stellar Forces: Think You're Good?

So you've played Stellar Forces a few times, and maybe even won a battle or two. But have you tried Advanced Mode yet?

* Players are informed of enemy movement and shots fire if one of their units is within the noise range, even if they can't see them.

* Equipment and corpses are only shown if a player's unit can actually see it.

* Dead bodies are not shown on the strategic scanner.

* Players are only informed of game events (e.g. the death of an enemy unit) if one of their units actually saw it happen.

Originally, alien eggs and flags (as in capture the flag) weren't shown on the scanner in Advanced Mode, but it was decided that was a step too far.

Are you good enough??

Friday, 12 November 2010

Stellar Forces: New Queen Alien

If there's one thing that Stellar Forces has been missing, it's a giant kick-ass Queen Alien. Something like this:-

Wednesday, 10 November 2010

Stellar Forces: Tactics Answer

[See the previous post for the question that this post refers to]

I use the word "answer", but what I really mean is "what I did which wasn't the best solution".

I decided to use my man (highlighted in blue) to see if there were any units in the adjacent room (where the door had been destroyed) that I could use the grenade on. I temporarily ignored the fact that there were units behind the two doors, since the doors themselves provide a small tactical advantage (in that I'll get an "opportunity fire" shot when the enemy walks through them).

Moving my man so that he could see into the adjacent room proved to be a mistake cos he was immediately shot and killed at point blank range. :(

So my next move was to pick up the grenade (highlighted in green). I didn't think it worth throwing the grenade in the direction of the enemy unit that had just killed my "blue" man, since it would leave the unit exposed to one of the other enemy units hidden behind the doors after his AP's had run out.

I picked up the grenade, and it turned out it wasn't even primed! Maybe I should have checked that first. Damn my opponent for making me look a fool!

Monday, 8 November 2010

Stellar Forces: Tactics question

Here's an interesting tactical problem I was posed by an opponent in a game.

I have a unit stood next to a grenade (green) - an AP100 as well, which has a radius of 5. I know for a fact that there is an enemy unit stood behind each of the red doors. I also have the unit highlighted in blue. Presumably the grenade is about to explode, so I need to get rid of it. But what do I do out of all my options? And what order do I do them in?

Answers tommorow.

Friday, 5 November 2010

Stellar Forces: Voice F/X

Thanks to top Stellar Forces player Deadlime (Linden Clarke), the latest version of the client now has voice f/x!

Wednesday, 3 November 2010

Stellar Forces: Quickstart

Sometimes, some ideas are so obvious that you wonder why it takes someone else to point them out to you. And so it was with a particular feature of Stellar Forces: previously, when a game was started, the player who created it would have to wait for an opponent to join before they could equip; then they would have to wait for their opponent to equip before they could deploy. Etc etc...

Why why why? Deadlime pointed out to me that there's no obvious reason for this, and there isn't a technical one, so just equip already! Players can now equip AND deploy all before an opponent has checked in. And why not?