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Siege in Space!

Sharkull's picture

"Chris Taylor's Gas Powered Games and SEGA Team Up to Create a Spiritual Successor to the Critically Acclaimed Dungeon Siege Series for the PC"


From: http://www.gaspowered.com/news_detail.php?ID=206

Quote:
SEGA of America, Inc. and SEGA Europe Ltd. today announced the development of Space SiegeTM for the PC. Developed by Gas Powered Games, SEGA has tapped Chris Taylor's creative prowess to create this engaging action-RPG title. Space Siege features a deep and compelling storyline, intense combat and a dynamic character development system. Space Siege is scheduled to ship for the PC in North America and Europe in 2008.

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Sharkull's picture

Now awaiting your impressions of the full game. ^^

Nice to see they decided to include a direct IP connection option... it boggles the mind why the left that out of DS2.

http://img201.imageshack.us/img201/8522/spacesiegeblasterpp3.jpg

Finally found the sonic blaster and got Harvey too, poor Harvey does fairly well but seems to not want to follow orders very well, he dies then i go to a manufacturer and make another one, the game was easy early on, but its starting to get harder with the veteran slayers, and all this electrical shocks are really draining health, the game limits ya to 4 health kits at any time, but luckily every level has one aid center to get health restored and make healthkits for 20. my main strategy is to stay human, i have upped my defense with armor and heath mostly and that keeps me alive. the sonic blaster seems slow, so i switch to the sub machine guns far far away battles and in close encounters i switch to the blade which literally works best.
This game reminds me of Broken World, it lacks enuff monsters to make it a challenge.

As i recently have seen in some forums, people are complaining that it's not possible to redfine the hotkeys/keyybord!?

Well indeed the key support could be better generally for this game, however in the demo there were at least some related GUIs/windows/options:
s_s_controls_keyboard_0.jpg
s_s_controls_keyboard_1.jpg
s_s_controls_keyboard_2.jpg

So what happened to this in the retail version? - Is it all gone now...!? :-?
Or are people rather refering on the matter that they can't map the movement functions form the mouse onto eg. WASD?

Sharkull's picture

From what I've read those lists are display only... you can't actually change the key mappings. Can someone with the game confirm this?

found the Kerak guns today and another gun for the Harvey. I think i have found (unlocked) 5 or 6 guns for Seth and 3 guns for Harvey so far, currently doing a 3 part quest for the computer system Pilot where we have to shut off things and introduce Nitrogen, supposedly to kill the Kerak, who knows.

At first i thought this game sucks, but the more i play it the better i like it. Today i found 3 fabricator units in same area that make exploding enemies and the only way to stop them from replicating is to take out the fabricator, kind of reminds me of the mummy caskets in Diablo 2 lol
if one would let them replicate, they could be fighting a long time, since they keep poping out.

the doctor keeps insisting i insert the cybernetic stuff but i refuse, i have kept Seth human the whole game and he hasnt died yet, he has been down to the heart beat sound but not death unlike harvey, who i am adding skill points so he has better armor and health now.

the keyboard controls work well with exception of the F1-etc robot functions, i will have to try to remap the keyboard commands. although i got most of the originals memorized now.

I suspect people are upset that the keyboard controls the camera and not movement of the character as most players started with arrow keys to play games they cant get use to a mouse.

Sharkull's picture

Darkelf wrote:
Today i found 3 fabricator units in same area that make exploding enemies and the only way to stop them from replicating is to take out the fabricator, kind of reminds me of the mummy caskets in Diablo 2 lol

The way you describe this it reminds me of the Universal Constructors from Deus Ex. Those were fun battles (but quite frustrating until you learned what you needed to do to stop the respawning). ^^

If the monsters that keep "fabricating" are easy enough to kill, that might equal an exploit for parts gathering...?

In the UK where people you count their money pound-wise, Space Siege is now much cheaper, £18.- at Amazon.
Without shipping that's (only) about 35$ or 20-25€ - where it usually costs more than 40€.
 

Space Siege must really have a lot of content if the localization costs so much... Shock Evil Sad
...maybe there is beside of a NASA vessel also an additional ESA vessel !? :P

I just browsed on interesting SS site: SpaceSiege.net
There are also some modding related note, sadly editing chars (and wasting other people's multiplayer experience!?) enjoyes a lot of attention there... Sick

However, if you have problems with the SS tools i recently posted here then you would find alternate tools/versions on that side. Generally i still have no knowledge how far such inofficially made mods affect savegames or cooperate with the retial version of SS. Unfortunately the chance is small we hear/see something form GPG - not commenting modding is the best way to deny support or care about modding related problems. Wink / Sad

if im reading the liscense agreement right, sega dont allow mods Tongue

(f) reverse engineer, derive source code, modify, decompile, disassemble, or create derivative works of the Game Software, in whole or in part (except as the applicable law expressly permits, in which case all and any lawful modifications, adaptations, improvements, etc., and all copyrights and morale rights therein, shall be deemed assigned to, and shall belong to, vest in and be the exclusive property of Sega and/or its licensors on creation, in any event);

(g) remove, disable or circumvent any security protections or any technical measures that control access to the Game Software;

(h) remove, modify, deface or circumvent any proprietary notices or labels contained on or within the Game Software;

(i) export or re-export the Game Software or any copy or adaptation in violation of any applicable laws or regulations; or

(j) create data or executable programs that mimic data or functionality in the Game Software.
.....

furthermore after untanking the resource files i notice they have changed the gas structure, so they must have made a new siege editor when they created this game. at first i thought this game needed modded but after reading the liscence and looking at the file structure, i have decided i wont be modding this game. the game only last 10 hours anyways, so not much to be gained

Darkelf wrote:
if im reading the liscense agreement right, sega dont allow mods Tongue
...

Does that really affect mods resp. is intended to prohibit mods!?
Much depends also on what is tolerated silently. Similar terms are written for DS2 too and consider once All*Saves - it probably violates the Eula more than any mod ever will be able to do, and nevertheless GPG and the players can be glad that Elys made it.


 

Darkelf wrote:
...i have decided i wont be modding this game. the game only last 10 hours anyways, so not much to be gained

Modding should be fun primary for the people who do it.

Of course the afford to reach a certain modding-goal should be anyhow in relation to the game size.
 
However assumed i will get the game once some modding may come along playing - i fear. :?
Indeed i had nothing against it wouldn't, but after some absence i recently have started a new char in DS2, and now every hour i must stop playing because i have the impression there would be something to (re)mod. I just can't stand it...:D
So after two weeks i'm going to reach act 2 next - you wouldn't believe how swinish it gets playing like this. Wink

thats mainly the reason i put Tongue in that line just to stick out my tounge.
nah the liscence aint gonna stop modding, and i truly hope there are lots of mods made, even if the game is only 10 hours in single player. But the fact the hero dont use armor like the dungeonsiege series or weapons or even have inventory, theres really not much to mod, and without a new siege editor (yeah GPG is holding back on us yet again and they really must of changed the editor to make this game) to figure out the new gas syntax and map files there is very little that can be done to improve the game.

however it would be nice to have limitless suppies of grenades and health kits, the 4 limit of health kits is the biggest annoyance, especially when ya have 4 and the aliens drop them or ya find them on ground, they just disapeer when ya pick em up.

spoiler below read at own risk -
i have almost beaten the game, i have gotten commander vargas (the computer pilot who was helping you in beginning turned him into an evil cyborg), down to about quarter health before i ran out of health potions and since ya cant leave the area in the fight ya can only die, as human this dude is tough, i imagine those that took the cybernetic route should be able to defeat him, but i havent been able to as human and i got armor and health to the max. guess my firepower and damage is to low. oh well

i too have delved back into dungeon siege 2, wanting to mod the backpack from loa but turned to failure. there is quite a bit of stuff in dungeon siege 2 or broken world that could be modded. i hope to see more great mods from you Killer Gremal.

by the way, where did all those hogs come from in the screen shot, i dont remember dungeon siege 2 ever having that many in one area at a time, thats a litter only big mama sow would be proud of?

Elys's picture

I've played a bit (like 15 min max) of SpaceSiege, but I was not hooked by the gameplay.
I've also been spoiled by Mass Effect that I've played just before so that did not help SS case Tongue
I may try the game again later. Because often my first impression is often harsh, if not that means the game is really good Tongue
Of course that means no modding for me on SS. I only mod what I play so I can enjoy my mods Laughing out loud

 

Darkelf wrote:
i too have delved back into dungeon siege 2, wanting to mod the backpack from loa but turned to failure...

I can imagine that this must be tricky. For many GUI-interactions it's not really transparent how they work, and even if you get an further backpack window to open, it's not sure it items will be saved.
I have tryed once a 3x4 spellbook - and placing the itmes in slot 11 + 12 did work (more or less) but saving not... Sad

 

Darkelf wrote:
...there is quite a bit of stuff in dungeon siege 2 or broken world that could be modded.

DS2 really offers more interesting things to mod than SS seems to do, besides of the extra work you have now to understand the new gas/code/item structures in SS.
Althouth there is any SiegeEditorXYZ.ssres file inside the demo, i have some doubt there will be any official modding support. And if not you hang in the air alone with your matters... Sad

 

Darkelf wrote:
...i hope to see more great mods from you Killer Gremal.

There is nothing concretely planed - i will go on modding DS2 if i have mood and time.

However my current DS2 party has cleared during last two weeks the area around Aman'lu. Laughing out loud
Ok, not really much but at least accidently clicks on the pet have been stopped widely, instead of teleporting home to the stash it teleports now to the party, the 'Boar-Army' reaches now a more useful size (since scrub boars spawn absuoltely arbitrarily on the map, sometimes 10 only, somtimes 40) and visual buff effects optionally fade-out after a few seconds. This partially also for personal reasons, because even buffing a moderate boar-army with its AI-load would probably kill my old PC otherwise. Wink / Sad

There are some other wired and experimental things, unfortunately i just was too lame to write a detailed readme-summary. But maybe the comming weekend.


 

 

 

Elys wrote:
... I only mod what I play so I can enjoy my mods Laughing out loud

Sometimes modding itself is playing already, isn't it!? Wink
But indeed if modding is considered as private bug fixing then i also would say i only fix what i play - if at all. Because the game developer should care himself about essential fixes and game enhancements. Making/leaving a game moddable to save support is a sad deal anyhow...


 

However some days ago i made a mod to generate more monsters (20kb, readme) by copying some code pieces from DS2.

It's not tested extensively and it's well possible that it will mess up quests in the retail version. So actually i never intended to release it, moreover i have feared people could probably think i'm convinced of Space Siege. But then i had a cunning idea this weekend - take a look at the name of the following monster: :P

           

With some 'luck' there is also a Chris-Taylor-monster, generally all the additional monsters have names of senior-executives and managers form GPG or Sega. Evil
I hope they don't take it too personal but Space Siege really would need an official work-around form my point of view and so far this my way to say thank you for this 'glorious' game where even the basic features aren't sufficently tuned.

 

 
Well if not totally scared now, there would be also a revised version of the extra-barrels-mod (12kb, readme), the former version was too extreme and unbalanced.

*yawning*

...Space Siege... what do you think, any patch pending at GPG maybe !?

 

_______________
Edit:
The recent days i browsed different review/forum sites (mainly continental-european), and there people don't even ask for a patch to improve the game. :?
And the more i read, the more i wonder about the game design and GPG's game/product strategy. But despite of these doubts i must admit, Space Siege is almost like Titanic in cinema - it has some strange entertainment value to see it sinking...:O

 

@Darkelf: Are you still on board?
Hopefully you have exchanged it meanwhile for something that is able to buoy up better...

so far, its all gone deathly quiet on the SS modding front..

- has anybody heard any whispers..??

Elys's picture

SpaceSiege is not a success apparently.

I think it was released too late. It should have been out at least like one year ago.

Also getting the game out after Mass Effect (with the potential Sci-FI RPG lovers) is really a bad thing.
Because after playing Mass Effect, trying to play Space Siege is somehow weird Tongue

Elys wrote:
SpaceSiege is not a success apparently.
. . .

And it seems www.spacesiege.com is no longer online...!? Shock

saw this today - it looks legal.. :nervous:
http://space-siege.en.softonic.com/

Blondin235 wrote:
saw this today - it looks legal.. :nervous:

http://space-siege.en.softonic.com/

Yes, demo resp. trial version - free and legal.

...but tell us, are you afraid of legal things? Laughing out loud

space siege site is working again

Currently separated from my 'real' computer, I have revised an old modding experiment for Space Siege from 2008.
Someone recently requested to get some lacks of this mod fixed in the retail version - although I originially made this mod for the demo version. It took somer longer to care about it because ...Space Siege is not the most appealing game (*cough*).

Technically it was interesting to take a look into this game however. There is no flick (used) anymore, a lot of thwe GUI is realizwed by ActionScript/SWF, [aspect] dropped wiedely in partial exchange for a powerful [visual] component, (sadly) Granny/GR2 was used instead of ASP models - interesting however, from a DS modding perspective, was the extensive usage of 'fuel' request to collect any kind of data (I must try this out once with DS2).

 
It's a quite strange coincidence that just right now STEAM is selling Space Siege with a 75% discount until 4th January for 4.- $/€ 'only'.
Honestly, the really strange thing is that it seems to be sold for 15.- $/€ usually. :o

KillerGremal wrote:
Currently separated from my 'real' computer, I have revised an old modding experiment for Space Siege from 2008.
Someone recently requested to get some lacks of this mod fixed in the retail version - although I originially made this mod for the demo version. It took somer longer to care about it because ...Space Siege is not the most appealing game (*cough*).

Technically it was interesting to take a look into this game however. There is no flick (used) anymore, a lot of thwe GUI is realizwed by ActionScript/SWF, [aspect] dropped wiedely in partial exchange for a powerful [visual] component, (sadly) Granny/GR2 was used instead of ASP models - interesting however, from a DS modding perspective, was the extensive usage of 'fuel' request to collect any kind of data (I must try this out once with DS2).

 
It's a quite strange coincidence that just right now STEAM is selling Space Siege with a 75% discount until 4th January for 4.- $/€ 'only'.
Honestly, the really strange thing is that it seems to be sold for 15.- $/€ usually. :o


I actually kind of liked the game. The lack of flexibility and modding support really killed it in the end but I prefer it to DS3. Sure you could have different builds for your character but it doesn't have much effect on the game.

I did untank it and played around with the files as much I could but there's too many differences in internal structure between it and DS2 to really be useful for much.

With the ASP model files I really don't know of any other game other than DS1 or DS2 that used the format.

Steam is also selling DS1 and DS2 for 1.74 USD.

I just played it again, after 10 years !

Gemeaux333 wrote:
I just played it again, after 10 years !

Well, you possibly have missed the best thing - the best Space Siege mod !? Wink

...of course this may be a matter of opinion. However if you have mood to replay it once, a feedback would be appreciated.
Honestly I have not big intensions to tune this mod, but if it's something easy to fix then I guess I could do this.

The game is great enought without, but perhaps I will try...

Is there anything from Space Siege which could be used to improve Dungeon Siege 2 in anyway ?

Honestly, this mod rather looked to make the game even worst to me...

@Gemeaux333: That's a pity - unfortunately your last post is not very informative at all.

So what you did not like?
- Dodging left or right (instead of towards cursor)
- Smart vacuuming (so any surplus found is not wasted/lost anymore).
- Regenerating loot (stereoids: +life, amphetamins: +energy).
- Compared to light weapons your melee weapon is more effective now.
- More attractive weapon upgrades and skill bonuses.
- Higher skill point maximum (while sometimes lower requirements too).
- In some cases tool boxes may additionally deliver an extra skill point.
- Monsters are a bit stronger, and new monsters may invade your vessel.
- Red explosive barrels will leave a harmful fire.
- With the respawning mosters also explosives may reappear.
- More effective NPC soldiers, however they also can die now.
- Additional mini intro/tutorial to get familiar with the game controls.
- Deactivatable and one new loot effect (configurable).

Well...
-Dodging is even more confusing and no more instinctive
-"smart vacuuming" is great, but honestly I would have prefered to not have the dismay to find loots (spare parts especially) stuck in the walls or too far to be vacuumed (seems Gas Powered Games have stayed relevant in every single "Siege" games they made when it comes to that kind of problems still occuring, just like elevator issues)
-Melee weapon is still ineffective against groups of ennemies, so increasing the damages is pointless, adding an aoe/cone effect would have been a smarter move to me
-weapon upgrades and skill bonuses are more attractive indead, too bad the number of skill points earned have not grown proportionnaly
-I would have passed on stronger monsters as the normal ones are tough enough to handle, the last time I had to face the same kinds of situations it was in an other Hack N Slash : "Harbinger"
-The mini intro/tutorial was more like a dog in a bowling alley to me as it look more like a Star Wars meme and is a pain in the grass
-the new keymapping is also confusing

Gemeaux333 wrote:
. . .
-Dodging is even more confusing and no more instinctive
. . .
-the new keymapping is also confusing

Originally you dodge towards your cursor with a hard-coded key ('d' ?).
This may be a more or less intuitive concept, however there were some complaints that dodging is only used during combats, and where is the cursor when fighting? - It's usually right on/at the enemy, and moving the cursor a away (and back) would just need too much time, with some (low) chance that if you clicked on a non-walkable spot nothing happend at all.

So the work-around was to dodge in 90° angle to the right (key 'x') or to the left side (shift+'x') relative to the position where you are pointing/shooting at.

I agree that this key assignment is not perfect either, and this work-around perhaps better should be deactivatable or have been mooved into a separate mod.
The basic problem here was, the game has no functions to assign keys as a user (or even add additional key assignment as a modder).
 

Gemeaux333 wrote:
. . .
-weapon upgrades and skill bonuses are more attractive indead, too bad the number of skill points earned have not grown proportionnaly
. . .
Maybe not fully proportional, but specially the big tool boxes got an extra chance to 'drop' skill points now too.
 

Gemeaux333 wrote:
. . .
-The mini intro/tutorial was more like a dog in a bowling alley to me as it look more like a Star Wars meme and is a pain in the grass
. . .
This area already was there, just not accessible and completely empty.
Remind perhaps, there are no official modding tool for Space Siege (the tools form DS2 did not work directly, and I was glad that I got at least the mod viewer/tanke to work after some time).
So the possibilities to make it a playable area were quite limited, however the idea was simply to give you some time, not to start directly in the middle of a battle.
 

Well, it is obvious that compared to Dungeon Siege, Space Siege lack of modability... and the keyboard keys AWSD to move + space to dodge woud have made more sense here, this is were Space Siege failed and Dungeon Siege 3 succeeded

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