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Digital Gaming => Computer Gaming => Topic started by: solops on November 07, 2017, 10:51:41 AM

Title: Interstellar Space: Genesis
Post by: solops on November 07, 2017, 10:51:41 AM
Someone started a thread on this game, which I cannot find, so I am starting a new one. Interstellar Space: Genesis is a 4x space game currently in pre-alpha. It is supposedly MOO2-like and is the child of some of the guys over at Space Sector. Link:

https://www.interstellarspacegame.com/

The game has a public pre-alpha download available. Recently they have apparently made big strides in development and there is a new review here.

https://explorminate.net/2017/11/06/interstellar-space-genesis-pre-alpha-preview/

Important to those of us who are intensely dissatisfied with the FTL change to Stellaris: It has open space travel!
Title: Re: Interstellar Space: Genesis
Post by: Jarhead0331 on November 07, 2017, 10:54:15 AM
I hope its loaded with detailed features and options that are lacking from the other 4x titles out there, because its going to need it in order to compete. Graphically, it does absolutely nothing for me. Wonder if much of it is place holder at this point?
Title: Re: Interstellar Space: Genesis
Post by: ghostryder on November 07, 2017, 04:09:47 PM
Those star trek icons in the ship GUI have to be place holders.
Title: Re: Interstellar Space: Genesis
Post by: solops on January 29, 2018, 01:23:49 PM
I broke down and bought the pre-Alpha. Its at pre-alpha-9 right now and looks intriguing. After I finish my TW:WH@ campaign I'll take a closer look. Maybe pre-Alpha 10 will be out by then.
Title: Re: Interstellar Space: Genesis
Post by: solops on November 01, 2018, 11:06:09 PM
The Pre-Alpha 11 Unstable build was just released. It is supposedly has most of the features in.
Title: Re: Interstellar Space: Genesis
Post by: Anguille on November 02, 2018, 05:30:02 AM
Looking good. I look forward to this but it's still going to take some time it seems.
Title: Re: Interstellar Space: Genesis
Post by: Yskonyn on November 02, 2018, 05:55:53 AM
Isn't this the project from the guys over at spacesector.com ?

Yes it is.
This basically started as a community run effort and the lead dev dabbling in programming if I remember correctly.
It looks like they are making good progress, but the team is small and afaik has little experience making games, let alone coding AI.
Title: Re: Interstellar Space: Genesis
Post by: Jarhead0331 on November 02, 2018, 05:57:50 AM
^yes. As stated in the OP. You silly goose.  :crazy2:
Title: Re: Interstellar Space: Genesis
Post by: Yskonyn on November 02, 2018, 05:58:55 AM
Damnit JH! You ninja'd me!
You Sairento expert.
Title: Re: Interstellar Space: Genesis
Post by: Jarhead0331 on November 02, 2018, 06:03:35 AM
Quote from: Yskonyn on November 02, 2018, 05:58:55 AM
Damnit JH! You ninja'd me!
You Sairento expert.

Sairento VR is a kickass game, have you played it?
Title: Re: Interstellar Space: Genesis
Post by: Yskonyn on November 02, 2018, 06:52:12 AM
No I still havent. A little worried the frantic movement makes my legs collapse and cause my stomach to act up.
Title: Re: Interstellar Space: Genesis
Post by: solops on November 17, 2018, 11:59:37 AM
Hotfix posted for v1.11. It actually does quite a bit more than fix a few bugs.
-----------------------------------------------------------------------------------------------

Pre-Alpha 11 Unstable Hotfix (Release Note)

NEW
•   Starmap pan feature now also works with arrow keys and WASD keys.
•   Starmap zoom now also works with pageup/pagedown keys.
•   New star names added.
•   Miniaturization level now shown in the ship design screen next to the component (shields, weapons and special systems).

BALANCE
•   Space Culture Points now covert from 4BC to 1SCP instead of previous 10BC to 1SCP. This means that allocating income to space culture is now much more impactful in SCP generation.
•   Marine Garrison morale bonus for Dictatorship changed from previous +25% to +15%.
•   Feudal government now provides -20% morale penalty without a Garrison, instead of previous -25%.

GAMEPLAY
•   Diplomatic modifier "We are at peace for a very long time." now builds up more quickly.
•   Leader requests for "Shore Leave" now happen less often and more if the leader has had more defeats.
•   Envious leaders do not ask other leaders to be dismissed as often now.
•   Cyrus leader saboteur skill level changed from Expert to Basic (it was Expert by mistake, was used for testing)

PERFORMANCE
•   Game now requires 1.5GB less RAM to run! Optimizations were made to which audio files are loaded and when are played which allowed for a reduction of 1.5GB of RAM required to play the game. This is especially critical for lower-end graphics cards that don't have dedicated RAM.
•   Optimizations to run-time performance were made across the board. Turn processing is faster now, especially on late game. The starmap experience has also improved, it's now much more fluid. These run-time performance improvements are especially noticeable for users running the game with lower-end graphics cards (when running the game in Low graphics quality).
•   When the game launches for the first time it now adapts to the best graphics quality possible according to the user's graphics card performance (only the first time - does not update in new versions).

AI
•   N/A

UI
•   Text heavy areas like the race description and events description now have a larger font.
•   End Turn panel and layers panel buttons at the bottom do not show in the system view now.
•   Fleet icons in starmap now slightly bigger.
•   Command skill tooltip text revised to clarify which skill level corresponds to which ship class the leader can command (be assigned to).

AUDIO
•   N/A

BUGS
•   Fixed an issue that was causing the invasion panel to now show up. A message would say the colony was conquered (would show a wrong name "Orion IV") and then the colony would not change ownership because the "Occupy" and "Raze" buttons would not show sometimes and the invasion process would not finish correctly.
•   Fixed an issue that was causing the starfield to not show when invading during the assault ships cutscene.
•   Fixed an issue with the races animations that was causing them to be a bit choppy. They're smooth now.
•   Fixed an issue where the diplomatic relations tooltip was opening beneath the character portrait in the diplomacy screen.
•   Fixed a bug that was not allowing a planet to be terraformed with ecological level 3 (Uplifted class) when having the Master Geologists space culture perk.
•   Fixed an issue where sometimes we could see bombs exploding in space (not in the planet) during planetary bombardment.
•   Fixed an issue where leaders were requesting Shore Leave too often, especially when winning battles.
•   Fixed an issue where the Repulsive race trait was not working in the game.
•   Fixed an issue where the strategic resource icons of a previous loaded game were being shown in a new loaded game during the same session.
•   Fixed a memory issue where memory was not being released when starting a new game, getting back to the main menu and starting a new game.
•   Fixed an issue where we could see a duplicate research screen advisor.
•   Fixed a blocking issue where the game could not proceed when a leader would level up when unavailable (in shore leave).
•   Fixed a bug where the Galactic Council would tell the wrong empire would win.
•   Fixed an issue on the Galactic Council election where the total number of votes and votes to win were not being updated from election to election.
•   Fixed a crash when destroying the last enemy outpost.
•   Fixed an issue where sometimes we could see flying tooltips during invasions (fingers crossed it will be resolved this time!)
•   Fixed a bug that allowed an Unavailable leader (in Shore Leave) to be sent in a spy mission.
•   Fixed a typo where it read "my people and myself" now reads "my people and I" in several leader desires.
•   Fixed typo where it read "Rival fleet not in a system with a settlement. Fleet composition unknow" to "Rival fleet not in a system with a settlement. Fleet composition unknown".
•   Fixed an issue where selecting several gas giants, or asteroid belts in the overview panel would not open the second and subsequent systems properly.
•   Fixed a blocking bug when a leader gained a new spy skill but already had the maximum number of skills allowed. Game could not proceed.
•   Fixed the black hole graphics to show the correct one in the system view.
•   Fixed an issue where the 'show remote exploration' check box was being rendered on top of the zoom meter graphics.
•   Fixed an issue where sometimes we could see the supply range layer (layer with magenta color) in the system view when creating an outpost or a colony.
•   Fixed a bug where loading a game with the remote exploration screen open corrupted the remote exploration state in the just loaded game.
•   Fixed an issue where it was a bit hard to click on smaller objects like rogue planets and white dwarfs.
•   Fixed a bug where the travel ETA would show a different value from the actual travel time with the Stellar Navigators space culture perk when travelling through nebulae.
•   Fixed an issue where sometimes the asteroid belts didn't move in the system view.
•   Fixed an issue that was causing all ships found in ruins to move at a slower speed than other ships. One case, the Demolisher, couldn't even move at all.
•   Fixed the typo "extremelly", should be "extremely" in several places in the game.
•   Fixed an issue where sometimes Ship defense and attack values would show the number followed by 99999999%, now rounded.
•   Fixed a bug that allowed making diplomacy requests to remove fleets from the player's system when the systems did not belong to the player.
•   Fixed an issue that was causing some text to wrap in the colony view when using resolutions other than 1920x1080.
•   Fixed an issue where the Demolisher derelict ship texture had a strange blue texture.
•   Fixed an issue where sometimes the Black Hole would disappear after creating an outpost in that system.
•   Galactic Navigation Archive now shows the correct building instead of a placeholder one.
•   Fixed an issue where sometimes the Bomb fallout and Neutronium bomb icons could not be seen in the planetary assault screen.
•   Fixed a bug that would cause a freeze in game after winning when choosing the "just one more turn" option.
•   Fixed an issue that was not allowing the bomb fallout tooltip to show in the colony view.
Title: Re: Interstellar Space: Genesis
Post by: solops on December 04, 2018, 04:51:55 PM
There have been two updates since my last post. The latest is the official initial alpha build. Below is the release blurb. I cannot really comment on the game itself as I have not put much time into it recently due to real world stuff and lots of other games. I am watching it as I, like others, really have not found that "perfect" space empire game.
--------------------------------------------------------------------------------------------

Alpha Released!
   

Hello everyone,

We're finally in Alpha! Interstellar Space: Genesis is now (virtually) feature complete.

It's been more than five years working on ISG. We came a very long way since we first announced the game back in October 2016 (around 2 years ago).

This version contains all the gameplay systems and the game is now fully playable with 4 races at the moment. We plan to have at least 6 races at release.

There is a lot of new stuff since Pre-Alpha 10. Pre-Alpha 11 was a consolidation build where all the gameplay was added and playtested with the support of the community. If you're interested to know the full history of changes since Pre-Alpha 10 please check this release note.

We are very pleased with the feedback we received from you. This Alpha is the result of all our collaboration and hard work since the days of Pre-Alpha 2 (for the VIPs) and Pre-Alpha 7 (for everyone).

But we're not there yet. Closed-beta will start soon, and we'll be improving and polishing the game, adding content and all the remaining art for the release in Q2 2019.

Compatibility: Saved games from previous versions may work in this new version but we strongly advice that you start new games to benefit from the new changes and bug fixes fully.

Pricing & Availability

Interstellar Space: Genesis is available for pre-orders with instant access via Humble Store widget from November 29 through December 16 for $24.95 USD. Pre-orders will close after that, and will soon be followed by the official Closed Beta.

The Steam store page is available, and the game is available for wishlisting there. Interstellar Space: Genesis will be released on Q2 2019.

Pre-Order URL (Humble Store widget, from November 29th through December 16th):
https://www.interstellarspacegame.com/buy-now

Steam URL (available for wishlisting)
https://store.steampowered.com/app/984680/Interstellar_Space_Genesis

For more information about pre-orders, Steam, DRM-free, and more, please check the game's FAQ.

Title: Re: Interstellar Space: Genesis
Post by: solops on April 24, 2019, 04:09:03 PM
There is a new interview on this venture.
https://explorminate.net/2019/04/22/interstellar-space-genesis-qa/
Jarhead, you might want to look at the ground combat section.
Title: Re: Interstellar Space: Genesis
Post by: Jarhead0331 on April 24, 2019, 04:31:44 PM
Thanks for posting. Definitely starting look more interesting to me.

What are your thoughts on the latest build. You think its worth jumping in at this point?
Title: Re: Interstellar Space: Genesis
Post by: solops on June 11, 2019, 02:43:46 PM
ISG Alpha-2 was just posted. I have not downloaded or played yet. From the notes:

"We're now releasing Alpha 2 to all of our backers! And, we're pleased to announce that the game is now feature complete. This means that all the gameplay and AI are in now.

Since the last release in December of 2018, we resolved many issues and implemented many changes according to your numerous suggestions for improvement and bug reports. Then, we proceeded to finish the AI and all the gameplay, which included adding the new playable races, events, leaders, ship modules and the many other features you can see below.

We're now in the "polish phase" in our road to Beta and the full release. We're currently finalizing the in-game tutorial and we're working on the final 2D and 3D assets, including cutscenes. The plan is to enter Beta after all the assets are in and we finish playtesting Alpha 2."
Title: Re: Interstellar Space: Genesis
Post by: Jarhead0331 on June 11, 2019, 03:23:26 PM
How about posting YOUR impressions?
Title: Re: Interstellar Space: Genesis
Post by: solops on July 21, 2019, 12:50:27 PM
This game releases on July 25. I have not played the last couple of released betas.
Title: Re: Interstellar Space: Genesis
Post by: DennisS on July 22, 2019, 05:19:31 PM
I just finished watching a youtube video on this..and them promptly took it off my wishlist. Looks very samey to several variants of games that I have...games that are more complex, and appear to do the 4x thing better.
Title: Re: Interstellar Space: Genesis
Post by: solops on August 28, 2019, 04:15:22 PM
I have been giving this game a more thorough look in its current iteration (1.04) and so far it is pretty good. If you are a space game aficionado the game can be played immediately. I would compare it most closely to Stars in Shadow (which I like), but it looks and feels better to me. I am still early in the game and have fought no battles, but the UI and the systems for planetary management and research are well done and very familiar. There does not look to be a whole lot of new stuff here (no big surprises), but a lot of the stuff I like from older games plus a twist or three all packaged up together in a pretty slick and professional way. The mid-late game stretch, battles and the AI are all out ahead of me, so there may be bumps ahead. There are already some things I think I may want, such as an option to slow down R&D for the game. Kinda hard to tell since I have barely played a hundred turns. It is definitely a more-or-less finished product (that may need tweaking?) and I am sure improvements can be made and DLCs will make the game better.
Title: Re: Interstellar Space: Genesis
Post by: Martok on September 09, 2019, 04:43:26 PM
I really have to get more time into this one.  Pretty much everything I've read/heard so far has been positive. 

Title: Re: Interstellar Space: Genesis
Post by: mbar on September 10, 2019, 08:37:05 AM
I am normally all over 4x "in spaaaaaace" and I was surely rooting for Adam Solo when he announced he was making a space game. It just doesn't seem to be speaking to me for some reason.
Title: Re: Interstellar Space: Genesis
Post by: solops on September 10, 2019, 09:37:43 AM
I have been playing steady for a week now. I like it. There are some things that need adding (more customization in the game creation for one) and some optimization. My biggest problem is that it is too much like MOO2, although I have to admit that the Dev has several very non-MOO innovations that are all very good. Plus Adam knows the game is no perfect and seems eager to improve it pending feedback from players.
Title: Re: Interstellar Space: Genesis
Post by: Martok on September 10, 2019, 11:50:24 PM
Quote from: solops on September 10, 2019, 09:37:43 AM
My biggest problem is that it is too much like MOO2
...Which is ironic on a couple levels, given that: 


1.) MOO2 is precisely the game the devs were trying to emulate.  So did they do too good a job?  :D 

2.) When Adam announced they were making a spiritual successor to MOO2, all I could think was, "Oh lord, here we go again."  ::)  To explain... 

I do not share the love/nostalgia for that game that so many others do, and was heartily sick to death of 4x developers repeatedly saying they were working on "spiritual successors to MOO2".  (Seriously, I think people's views of the game are a little rose-colored.)  So when Praxis Games announced the same thing when developing ISG, I immediately wrote the game off as a lost cause. 


It was only much later -- just in the last 6-12 months, in fact -- that I ended up giving ISG a second look, thanks to a fair amount of positive feedback on both the Explorminate forums and ISG's internal forums (I was invited years ago to be a beta-tester, although I rarely participated).  I started playing the alpha/beta a bit more, and was pleasantly surprised by what I found. 

While I never could truly get into MOO2, I *can* see myself possibly getting into ISG.  I may yet be forced to admit that perhaps "spiritual successors" aren't such a bad thing after all...  :) 

Title: Re: Interstellar Space: Genesis
Post by: Jarhead0331 on September 11, 2019, 04:40:29 AM
^I agree wholeheartedly with your MOO2 sentiment. While I loved the game in its time and sank 100s of hours into it, it is not a 4x that would hold my interests today. I crave far greater depth and challenge in my 4x gaming these days and so, I also shrug when someone makes the claim to be building its spiritual successor.

I would much rather see someone build a game inspired from MOO3, which as I've posted in the past, was, in my opinion, one of the greatest space 4x games ever made, at least in design and concept.

The official page for moo3 is still maintained and some of the developers notes and comments are available.

https://moo3.quicksilver.com/official/index.html (https://moo3.quicksilver.com/official/index.html)
Title: Re: Interstellar Space: Genesis
Post by: Anguille on September 11, 2019, 06:29:43 AM
Quote from: Jarhead0331 on September 11, 2019, 04:40:29 AM
I would much rather see someone build a game inspired from MOO3, which as I've posted in the past, was, in my opinion, one of the greatest space 4x games ever made, at least in design and concept.

The official page for moo3 is still maintained and some of the developers notes and comments are available.

https://moo3.quicksilver.com/official/index.html (https://moo3.quicksilver.com/official/index.html)
I am with you. One of the greatest endeavour in 4x gaming and it would deserve a sequel.
Title: Re: Interstellar Space: Genesis
Post by: FarAway Sooner on September 11, 2019, 08:04:52 AM
I'm still waiting for someone to release the spiritual successor to Pong.
Title: Re: Interstellar Space: Genesis
Post by: Emir Agic on September 11, 2019, 08:21:18 AM
Quote from: Jarhead0331 on September 11, 2019, 04:40:29 AM

I would much rather see someone build a game inspired from MOO3, which as I've posted in the past, was, in my opinion, one of the greatest space 4x games ever made, at least in design and concept.


I've noticed you said that earlier and that you play heavily modded MOO3. Judging by reviews from time of release, main problem with MOO3 is added complexity which AI cannot handle appropriately. I would appreciate to hear you opinion about state of AI and if there any essential mod(s) which alleviate that shortcoming. Thanks in advance. 
Title: Re: Interstellar Space: Genesis
Post by: MC on September 11, 2019, 08:30:28 AM
Quote from: FarAway Sooner on September 11, 2019, 08:04:52 AM
I'm still waiting for someone to release the spiritual successor to Pong.

Pong! HD  :bd:
Title: Re: Interstellar Space: Genesis
Post by: mbar on September 11, 2019, 08:38:49 AM
Pong! VR
Title: Re: Interstellar Space: Genesis
Post by: MC on September 11, 2019, 08:46:00 AM
Quote from: mbar on September 11, 2019, 08:38:49 AM
Pong! VR

That may finally make me invest in VR!
Title: Re: Interstellar Space: Genesis
Post by: solops on September 11, 2019, 10:13:06 AM
MOO3 remake +1.
I still play MOO3 with Bhruic's fixes and mods. It is still one of the top 5 space empire games.
That said, I think ISG did what it set out to do. Now it needs to get better.
Title: Re: Interstellar Space: Genesis
Post by: Jarhead0331 on September 11, 2019, 11:59:45 AM
Quote from: Emir Agic on September 11, 2019, 08:21:18 AM
Quote from: Jarhead0331 on September 11, 2019, 04:40:29 AM

I would much rather see someone build a game inspired from MOO3, which as I've posted in the past, was, in my opinion, one of the greatest space 4x games ever made, at least in design and concept.


I've noticed you said that earlier and that you play heavily modded MOO3. Judging by reviews from time of release, main problem with MOO3 is added complexity which AI cannot handle appropriately. I would appreciate to hear you opinion about state of AI and if there any essential mod(s) which alleviate that shortcoming. Thanks in advance.

AI can certainly still be weak, particularly in the diplomacy department, which more often than not, seems pretty random and meaningless. There are definitely mods included with the major popular overhauls (vanilla, tropical and strawberry) that adjust and attempt to improve on the AI's behavior, but its unclear to me how successful they are. I haven't played the game unmodded in nearly 15 years.
Title: Re: Interstellar Space: Genesis
Post by: W8taminute on September 11, 2019, 02:39:00 PM
I really like this game however I have yet to have the ai initiate war on me.  Has anyone else seen this? 

I hesitate to wage war myself because I'm on such good diplomatic relations with all of my neighbors.  The trade and research benefits I'm getting because of it are too good to throw away because of war. 

This may well be the very first TBS I've played in my whole life where the ai does not declare war on you for no apparent reason.
Title: Re: Interstellar Space: Genesis
Post by: solops on September 11, 2019, 03:28:49 PM
Several AIs declared war on me during my initial game on easy. My second game, on normal, has has had several wars but none involving me. I wonder if the AI is too "rational"? It is really too early to tell.
Title: Re: Interstellar Space: Genesis
Post by: solops on December 21, 2019, 12:25:35 AM
The 1.07 patch is out.
Title: Re: Interstellar Space: Genesis
Post by: Martok on December 21, 2019, 03:13:45 AM
Quote from: solops on December 21, 2019, 12:25:35 AM
The 1.07 patch is out.
I saw that.  Can't wait to try out the new automation options, and see the AI improvements.  O0 


The game is currently on sale as well, 34% off ($19.79 US).  Definitely worth getting if you haven't already! 

Title: Re: Interstellar Space: Genesis
Post by: Tanaka on December 24, 2019, 12:42:52 AM
Quote from: Martok on December 21, 2019, 03:13:45 AM
Quote from: solops on December 21, 2019, 12:25:35 AM
The 1.07 patch is out.
I saw that.  Can't wait to try out the new automation options, and see the AI improvements.  O0 


The game is currently on sale as well, 34% off ($19.79 US).  Definitely worth getting if you haven't already!

Yeah I finally picked this one up with the sale and am really enjoying it. Lots of nice improvements with the new patch and a free graphics overhaul is in the works. I really like a lot of the ideas here. Love the hero system. Very fun game only getting better. I highly recommend.
Title: Re: Interstellar Space: Genesis
Post by: Martok on December 24, 2019, 02:25:01 AM
Yeah, Interstellar Space: Genesisis is old-school 4x done right.  Many games in recent years have tried to recapture the original magic, but with either mixed results, or failed completely; ISG actually pulls it off for the most part. 


My only two real critiques at this point are: 

1.)  The visuals (and we already know the devs are working on a major update to that, although I'm trying to keep my expectations realistic)
2.)  The small map sizes.  (I know that's simply a difference in philosophy regarding the developers vs. myself.  I completely understand & respect why they didn't want to have larger maps, but I still yearn for them anyway. :P ) 


Otherwise, the game truly is excellent.  The devs definitely put a lot of thought & effort into the design of ISG, and I'm glad to see their hard work seems to have paid off.  :) 
Title: Re: Interstellar Space: Genesis
Post by: Tanaka on December 25, 2019, 12:54:23 AM
Quote from: Martok on December 24, 2019, 02:25:01 AM
Yeah, Interstellar Space: Genesisis is old-school 4x done right.  Many games in recent years have tried to recapture the original magic, but with either mixed results, or failed completely; ISG actually pulls it off for the most part. 


My only two real critiques at this point are: 

1.)  The visuals (and we already know the devs are working on a major update to that, although I'm trying to keep my expectations realistic)
2.)  The small map sizes.  (I know that's simply a difference in philosophy regarding the developers vs. myself.  I completely understand & respect why they didn't want to have larger maps, but I still yearn for them anyway. :P ) 


Otherwise, the game truly is excellent.  The devs definitely put a lot of thought & effort into the design of ISG, and I'm glad to see their hard work seems to have paid off.  :)

Agreed many feel the same way including myself. Better graphics are coming but as for bigger map sizes we can only hope. I also would like bigger options. Here is hoping!

Adam Solo  [developer] Dec 21 @ 7:17am     
I'm glad to hear you're enjoying the game!

The number of systems include systems which are visible from the start, typically the main sequence stars (red to blue color) and systems which need to be revealed through remote exploration: black holes, neutron stars, boson stars, brown dwarfs, white dwarfs and rogue planets.

So, yes, the option is working correctly. However, it could use some explanation that not all systems are visible at the start.

As for bigger maps, that's a possibility for the future, especially now that we have colony automation in the game. We'll see.
Last edited by Adam Solo; Dec 21 @ 9:49
Title: Re: Interstellar Space: Genesis
Post by: Tanaka on November 20, 2022, 05:06:33 PM


New patch 1.5 is out and 20% discount on the new Evolving Empires DLC and 50% off base game and Natural Law DLC. I have to say this game has gotten really good and is my current favorite Space X game. Now that you can play on huge maps I love it. I think better than MOO2 now. I highly recommend. These Devs deserve support for a great product!

https://store.steampowered.com/dlc/984680/

ABOUT THIS CONTENT
The galaxy's patience wears thin. Time is running short and it can no longer abide the childish games of its inhabitants. Although its races may still be young, their time for play is over, and their time for work has begun. While its throne can not lie empty, it is no place for a child. Ready or not, it is time for its favored children to take the reins of their existence. While many will falter, at least one must rise and evolve their race to meet its full potential. For the fate of the galaxy, and the many scattered civilizations which call it home, may soon depend on it.
Expansion Overview
This expansion brings two major new features into the game, Evolutions and Minor Civilizations. While these features provides tons of new content on their own, this expansion also includes 7 new leaders and 2 new music tracks!
Evolutions (New Gameplay Feature)
Explore new playstyles and evolve your strategies through the introduction of highly asymmetric space culture trees.

Evolutions provide unique, thematic, and highly asymmetric space culture trees custom tailored to fit every race in the game. With many game altering multipart perks to unlock, divergent paths to take, and randomization possibilities to explore, there's no shortage of exciting new strategies to experience. As new doors open, others may close, as taking the reins of your empire will have you facing tough strategic decisions as you determine how best to evolve it.

Each evolution tree is usable by its own race as well as all custom races assigned to use its affinity. And yes when we say all races, we really do mean all races, as any expansion race you own will also receive their own unique evolution tree!
Minor Civilizations (New Gameplay Feature)
Discover, survey, and establish relationships with a wide variety of unique minor civilizations and reap their benefits... or destroy them and deny their benefits to others. The choice is up to you.

Minor Civilizations introduce a wide variety of pre-warp civilizations which are randomly spread throughout the galaxy waiting to be discovered. While finding them is hard, earning their trust is even harder, and those who wish to reap the benefits of a deeper relationship with them will need to spend time understanding who they truly are. You'll need to be quick though, such powerful bonuses are certain to attract attention, and you wouldn't want such power falling into the wrong hands.

With 7 different categories of minor civilizations, and three minor civilizations within each category, there's always mysteries to uncover as you'll never know for sure which civilizations exist in your galaxy!
New Leaders
One representative from each minor civilization category, 7 new leaders in all, await the opportunity to put their skills to work for a mighty empire like your own. That is, of course, if you prove yourself worthy of their trust first.
New Music
2 Additional Starmap Tracks inspired by the Evolutions and Minor Civilizations.


Version 1.5 - Full Release Note
NEW
New Galaxy Shapes to be configured at game start: Elliptical, Ring and Spiral-shaped galaxies!
Steam Cloud Saves: Save your game on one PC and continue on a different one later.
Automated Infrastructure: Auto-assign infrastructure specializations for your colonies in one go and forget about it. Particularly useful with micromanagement in late-game for very big maps.
New ship idle alerts: A new "ship idle" notification will be presented every time a civilian ship arrives at a system, and there's no obvious action set for it yet; the ship is "idle" (e.g. a survey ship arrived on a system and awaits new orders, or a colony ship arrived, a colony can't be built and the ship is now idle. The same ideia for the other civilian ships).

AI IMPROVEMENTS
The AI now designs their ships with three distinct roles in mind: close-range attacker, long-range attacker, and a general defender or multi-purpose warship, all of which will behave differently in combat. Each role will tend to equip different and specialized equipment, from weapons, weapon modifications, hull reinforcement, maneuverability and special systems which will lead to new tactics.
The AI will also make smarter choices with respect to improved maneuverability opportunities, and will be more sensible regarding the miniaturization level of the weapons it equips (e.g. A state-of-the-art weapon may not be the best choice).
The AI does a better job at handling their leaders now. It will bring them more for key battles (especially invasions in the higher difficulties), while trying to improve their survival rate.

BALANCE
The accuracy "to-hit" formula for ships was revised to set a limit of 5% to hit minimum, irrespective of the range and the accuracy and evasion values. This was done to avoid having 0% or very low chance hit shots.
Free espionage level ups for leaders are now assigned more sensibly, to avoid wasting skill slots with spy skills on leaders who would probably not be a good candidate to be a spy in the first place. Colony leaders may see their existing spy skills improve but do not usually gain new ones on these free level-ups. There's also a bias to favor adding spy skills to ship leaders, but it will depend on what skills leaders already possess.
Credits obtained from scrapping a ship have changed from a factor of 8 production cost to a return of 1 BC to 12 production cost to 1 BC. Scrapping was too good, and on par with Trade Goods. Now, it should be more balanced.
Battle odds of 0% chance of winning are not presented now. It is rounded to a minimum of 1%. Battle odds are presented when the player has the Ultrawave Scanner.
The initial frigate and destroyer ship designs were unoptimized at game start. The frigate design now has two lasers instead of one and more maneuverability; the initial destroyer design now starts with maneuverability level 1. It had no maneuverability before. This also affects the 2 initial frigates that are available at game start.

UI / GRAPHICS
Holding the 'CTRL' key while left-clicking with the mouse on most notifications will center the map on the object in question (e.g. ship, system). The manual will be updated accordingly with this new hotkey in the official version of the update.
The AI will now build ships with alternative designs. Before, they always built their ships with the default model for a given ship class type.
The game now shows at a glance where a leader's ship is stationed, if it is travelling, or under refit, in the leaders' management panel, and also when levelling up leaders for better grasping of where leaders are currently stationed.
The background starfield (the small "dot" stars in the background) are now slightly colored.
The missile number icon in the ship design screen now has better contrast. It was a bit hard to grasp the ammo number before.
The Wormhole tooltip now clarifies that both ends of a wormhole are considered inside supply range, so long one of them is. When this is the case, a fleet can travel to any end of the wormhole.
The warning message that you're about to declare war on an empire is now displayed in yellow, for more impact and alertness on this important action.
When a tech is researched, or obtained through other means, the 'Research' screen now displays the research field as "...in the field of Propulsion", for example, and not "in the Propulsion field!".
The 'Direct Hit' achievement description was revised to clarify that a one-shot kill is not a requirement for unlocking the achievement, and that you need to get through shields, armor, or both.
The ship construction notification now displays a small icon representing the type of ship that has been constructed. This makes it easier to grasp what type of ships have been built on a given turn, especially when there's a lot of ships built.
The population assimilation ratios per turn are now displayed in the POP tooltip in the colony view (when inspecting the little POPs) when POPs are yet to be assimilated (either 'Pacified' or 'Revolting'). Also, a note was added to that tooltip to describe what actions may be necessary when the POPs are revolting.
Added social links to the main menu: official website icon links to the game's official website; the newsletter icon allows you to register the game's newsletter; and a survey icon allows you to answer the survey 'Interstellar Space: Genesis - What's Next'.
The supply range borders now expand immediately after a 'Logistics' technology is obtained from a tech exchange deal.


SOUND & MUSIC
The opponent's neutral/affinity diplomacy tunes are now played right after a peace treaty is established. Before, the 'angry' tunes could keep playing if the opponent was very upset. This was done to reflect this important change in the diplomatic state.


BUG FIXES
Base-Game
Fixed a bug when an ongoing sector remote exploration got revealed by ruins search, the current remote exploration would get corrupted in that sector. This is now fixed.
Fixed a rare bug where the UI would bring up the player's own ships and buildings for sabotage, and not the AI's. You don't want to sabotage your own ships and buildings! :) This occurred when both the AI and the player had colonies in the same system and the AI had a saboteur assigned to the player's colony in that same system. The player's saboteur would then pick up the wrong colony to sabotage.
Fixed a bug that could cause the 'Galaxy Map' screen (the one showing the map upon a battle encounter) to malfunction and not allow that screen to be closed if the player clicked on a fleet by accident while that window was open. This is now resolved.
Fixed a bug in space combat when fighting against large numbers of AI ships (more than 50), could cause some enemy ships to not be targetable and lead to further glitches where sometimes shots could be seen originating from enemy ships not participating in the combat. This is now fixed.
Fixed a bug that would cause the "You've won" message to be displayed over and over every turn after the player achieved a Conquest Victory and decided to hit "Just one more turn..." and continue playing.
Fixed a rare bug that could lead to less building slots to be available than should be allowed by the colony's infrastructure. This happened when an AI had a finished building or ship just before it was invaded. This is now resolved.
Fixed a rounding glitch in the empire early-breakthrough value on the Empire Overview screen. It could show a negative 0.00001 when it should just list 0%.
Fixed a glitch that would cause the Wormhole tooltip to not work / be presented on systems with Basic scan level.
Fixed a bug that could award the 'Direct Hit' achievement when a player's own ship or battle station would blow up from critical hit while it had full shields or armor.
Fixed a glitch in the exhausts of all but the two largest engines on the alternate Nova cruiser, which were detached from the engines and offset to one side.
Fixed a rare bug where a saboteur could be wrongly recalled from a sabotage job at a colony before it had a chance to complete the sabotage assignment.
Fixed a glitch that could sometimes allow a ship to keep rotating freely in combat after the rotation command had been given using the 'arrow icons' on the 'rotate' button, which could be confusing for the player. Now, the rotation operation should be much clearer and easier to use.
Fixed a glitch in the 'Legion of Shadows' event which could cause the last line of text to be cut off, and you couldn't scroll down far enough to read it.
Fixed a glitch that allowed the supply range borders from the previous logistics' tech to remain visible after researching Expert Logistics, which allows for unlimited supply range. No supply range borders should be visible at that point.
Fixed a glitch that would cause not all ships to be displayed in the fleet panel when very large numbers of ships were involved (>100).
Fixed a sound glitch that could produce two sound clicks in rapid succession when clicking on a system object for planetary assault (either colonies or outposts invasion).
Fixed an issue that would cause the production numbers in the colony overview panel to not update immediately when strategic resources were obtained from diplomatic trade deals.
Evolving Empires
Fixed a bug that was allowing Android Leaders to be bribed/stolen when androids are not supposed to be influenceable by Psy-Ops missions.
Fixed a bug in the 'Capital Defense Force' (CDF) of the Kaek evolution affinity Hub and Spoke, which could cause strange behavior when one of the CDF ships was captured, which would cause other ships of the same ship class type to become untargetable when captured or simply vanish after the battle.
Title: Re: Interstellar Space: Genesis
Post by: FarAway Sooner on November 22, 2022, 08:10:51 PM
I've been wondering about this one for a long time.  Is there anything different than MoO2?  Are there at least some clear-cut bad guys out there somewhere?  I don't need details, just tire of Space 4x games without some bad guys in the universe...
Title: Re: Interstellar Space: Genesis
Post by: Sparhawk on November 22, 2022, 09:02:08 PM
Quote from: FarAway Sooner on November 22, 2022, 08:10:51 PM
I've been wondering about this one for a long time.  Is there anything different than MoO2?  Are there at least some clear-cut bad guys out there somewhere?  I don't need details, just tire of Space 4x games without some bad guys in the universe...

I've always felt that the Drengins in Gal Civ games are over the top bad guys.
Title: Re: Interstellar Space: Genesis
Post by: solops on November 22, 2022, 09:17:49 PM
This is a pretty solid game.
Title: Re: Interstellar Space: Genesis
Post by: FarAway Sooner on November 23, 2022, 09:08:41 PM
5 hours in and I'm impressed.  I'm still trying to figure out how nuanced each planet is--my sense is that it still kinda falls into the Civ I trap that "every city should have the same starting building path", but the ability to pick infrastructure upgrades for your planets as they grow offers a nice balancing act between that and the "specialization from Day 1" path that's emerged in some other 4x games.

In my first game where I understood game mechanics, I've tried to turtle up early and get 4 or 5 different planets colonized and growing heavily.  3 of them are Terran-class worlds; the other 2 are "discovered" huge planets that have some Heavy Grav penalties but also have some sick production bonuses (Rich and Ultra Rich Minerals; one of them also has a Medium-sized asteroid belt I can draw upon) and are big enough to hold zillions of people.  If it's possible for people to still procreate and give birth in such heavy gravity...
Title: Re: Interstellar Space: Genesis
Post by: Geezer on November 24, 2022, 05:46:13 AM
Quote from: FarAway Sooner on November 23, 2022, 09:08:41 PM
... If it's possible for people to still procreate and give birth in such heavy gravity...
Just make sure the men are on top!   :hide:
Title: Re: Interstellar Space: Genesis
Post by: Tanaka on November 25, 2022, 01:20:58 PM
Quote from: FarAway Sooner on November 22, 2022, 08:10:51 PM
I've been wondering about this one for a long time.  Is there anything different than MoO2?  Are there at least some clear-cut bad guys out there somewhere?  I don't need details, just tire of Space 4x games without some bad guys in the universe...

Many things are different. The exploration and culture systems are very different and are very cool ideas. One race can tame monsters to use in their fleets among other things. Another race can use small ships as kamikazes. Smaller ships can be quite effective for a long time.

Is there one super evil race like the Antarans? No but possible in a DLC. You can always customize races...
Title: Re: Interstellar Space: Genesis
Post by: Tanaka on November 25, 2022, 01:23:57 PM
Quote from: FarAway Sooner on November 23, 2022, 09:08:41 PM
5 hours in and I'm impressed.  I'm still trying to figure out how nuanced each planet is--my sense is that it still kinda falls into the Civ I trap that "every city should have the same starting building path", but the ability to pick infrastructure upgrades for your planets as they grow offers a nice balancing act between that and the "specialization from Day 1" path that's emerged in some other 4x games.

In my first game where I understood game mechanics, I've tried to turtle up early and get 4 or 5 different planets colonized and growing heavily.  3 of them are Terran-class worlds; the other 2 are "discovered" huge planets that have some Heavy Grav penalties but also have some sick production bonuses (Rich and Ultra Rich Minerals; one of them also has a Medium-sized asteroid belt I can draw upon) and are big enough to hold zillions of people.  If it's possible for people to still procreate and give birth in such heavy gravity...

What I love about this game is that you cannot just spam colonies. They are very expensive to build and maintain. No civ city spam here. I also play with research and culture at -50%. Makes for a very fun game IMO. And yes you do have pop growth negatives from certain gravities and biomes.
Title: Re: Interstellar Space: Genesis
Post by: Tanaka on November 30, 2022, 05:46:15 PM
New Patch Out:

VERSION 1.5.2 (changelog)

BALANCE
Evolving Empires
Allies will now consider not destroying Minor Civilizations that belong to their allies (i.e. are inside their allies' territory).

GAMEPLAY
It's now possible to cancel a colony base construction when the project is ready to deploy. A new "Cancel Colony Base" button is now displayed inside the system view when choosing a site for the colony base construction. Salvage is obtained when cancelling the colony base project.

UI & GRAPHICS
It's now possible to use the 'Space' key to end the turn in the galaxy map.

BUG FIXES
Fixed an issue that was causing a construction project at the top of the queue to not finish in the turn it should when another project was rushed right after that one in the queue. The production overflow was being wrongly applied in that case. The calculation was correct, but a wrong ETA was being shown. This is now fixed.
Fixed a bug that was causing Spy leaders to start losing opinion immediately after being recalled from spy duty or right after finishing their last assignment. Now, they only start losing opinion when they are left unassigned for more than 5 turns, just like the other leaders.
Fixed a rare bug that was allowing the AI to invade settlements that changed hands in the turn the invasion took place. The AI would invade and declare war on the new owner of the settlement in question, different from the one they set out to invade at the time of planning for the invasion.
Fixed a rare bug that could cause game corruption after fighting huge battles (more than 50 ships on each side).
Fixed a rare bug that was allowing the AI to invade a settlement that no longer existed (the settlement had been razed by someone else that same turn right before the AI decided to invade).
Fixed a glitch in the Boarding panel in space combat that would show the status of the last boarding action when the new boarding action started.
Fixed a number rounding issue in the boarding strength indicator in the boarding panel.
Fixed a glitch that could sometimes cause the default ammo for missiles to be different than 5 when equipping a missile weapon in the ship design screen.
Fixed a bug in the 'Fricking Fracking' event in which one of the options was incorrectly informing the player that the planet's biome would change to the same biome it already had, and stating the biome habitability would no longer be ideal but tolerable.
Evolving Empires
Fixed a bug that was allowing a leader to be hired after the Kaek affinity 'Hub & Spoke' evolution perk had been picked, which denies an empire from having leaders. This happened when the leader, or leaders, approached the empire the same turn the evolution perk was picked.