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Idiot's guide to Space Rangers 2

bryce777

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Major_Blackhart said:
No kidding. Have you tried unpacking the engine yet, to see if it can be edited. Maybe everything from starting equipment to skills etc. I would figure Maloqs would be more violent and therefore have better weapon skills, etc.

Well, it is moddable to some degree, unfortunately all the editors out there are in russian, except there is a quest editor in english. At some point I will unpack it all and see what's going on.

It is definitely a game worth the effort. I could maybe even do a hack translation of some of the russian quests that were not added in due to length. I am not sure how much work that'd be, but someone suggested dumping them into a language tool and then editing from there.

As for pirates, I do really like some of the gaalian ganster pictures though...in the jail there is a 'Gallain OG' who looks like tupac shakur. I laughed myself silly.
 

bryce777

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FaranBrygo said:
Perhaps I am doing things incorrectly but it appears that killing pirates throws you realtions with the pirates race into the toilet.

Oh, piracy is not illegal for pelengs and maloqs, so they treat killing a pirate exactly the same as killing a regular guy. This may depend on form of government, but for most races I think they don't care if you wte pirates of their race.
 

Major_Blackhart

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What is considered the best weapon for destroying ships pray tell? You've played it more than I, since I'm just experimenting at this point.
 

bryce777

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Major_Blackhart said:
What is considered the best weapon for destroying ships pray tell? You've played it more than I, since I'm just experimenting at this point.

Well, for fighting the dominators the Ultimate Weapon is the vertixes and my favorite the umhos. They radiate outwards, so you can take on an entire group at once. Unfortunately, they are shit in the wormholes, and don't do as well against the super wellprotected ships.

The highest damaging weapons that are one on one are the disintegrators, so for one on one combat they are the best.

What I normally do is use fragment cannon at the beginning, then multiresonators when they become available. You have to capture vertices and uhmos from the dominators and they are very large, so my end configuration is usually a couple of uhmos and the rest multiresonators.

The multiresonators are the best multipurpose weapon because they are not too big, they have good damage, and their damage will also hit ships near the one you hit...also, they are the best weapon for the wormholes, too.

Usually, I make the dominators follow me, and then fire into them as they follow and this makes them all clump together so I can hit as many as possible.

If you use all vertices or uhmos, then you can just wade in and anything able to shoot at you will take damage.

You can capture uhmos from the terranoids, I think, and vertices from the other two. You can capture them any times, but the early ones are large and do little damage. The multiresonators are good but do not show up til later in the game. Once they come out, I am able to take out whole systems singlehanddedly.

Also, the onscrew is great because it insreases the damage of frag weapons 20%
 

Major_Blackhart

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What about when you start off? What's a Lehzka? I've seen the scatter shotweapons that are short range,and the laser tech thats a little more, but what's the advantage of the Lehzka?
 

bryce777

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The lezkha slows down your enemies. It can be useful, but the damage is so low I don't bother with it.

the medium sized dominators ALWAYS have those things, though, and the way they slow you down is super annoying, and can be vey dangerous at times.

The frag cannons are available from the start. the missiles are the best for killing civillian ships and pirates, but I don't like to bother with them and just go for frag cannons, usually.

Missiles are also very good in the beginning for taking out dominators long range.

All of the weapons have their advantages, except the torpedoes, which suck. They sck for the player, anyhow, but are annoying to face because they penetrate your shields well.
 

Major_Blackhart

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Cool, thanks for the info.I wonder if you can open the files with notepad and edit them from there. I'd love to screw with a few things, just for shits and giggles.
 

bryce777

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Major_Blackhart said:
Cool, thanks for the info.I wonder if you can open the files with notepad and edit them from there. I'd love to screw with a few things, just for shits and giggles.

Once you unpack it, I think you can. If you search for a post by balor...I think in the news area, you will find a link to a tool. Someone else managed to change some text - you can even change stuff that's in the menus themselves.
 

Psilon

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No, the lezka is just a souped-up industry laser. The slowdown weapon is the rethone.

When fighting in wormholes, I prefer flow blasters, then atomic visions, then multiresonators, and finally frag cannons. Most of the other weaponry just isn't worth it.
 

Major_Blackhart

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Ahh, so it is better than a normal laser. Cool. I should prolly choose that from now on in terms of starting weapons, with a scatter gun of course. Does it have a long range tho?
 

bryce777

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Oh yeah, that's right. Sorry about the misinformation there.

I don't remember what the flow blasters do, but I remember disliking what the atomic visions did. The frag cannons are actually quite good.

The vertices are good, too, but they run out extremely fast. They do a lot of damage though, so a combo of vertices and resonators is very good.

The frag cannos are also good, especially if you go backwards. I always go backwards and make the enemies follow me; that seems to be the best tactic....
 

bryce777

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There is an artifact called arms that allows you to use two extra weapons slots up to a total of 5. It is pretty useful early on but it blocks off your shield slot, so it is not as good later on when shields are so effective.
 

bryce777

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They all have the same weapons. However, the quality of all gaalian equipment is higher than the other races.

On the other hand the other races have their own modifiers to various equipment I think.

For instance, the pelengs have soem HUGE hulls.

Upgrades seem to work better on races that have leeser techs, but at the same time their stuff is much less reliable.

Some modules only work with the equipment of certain races too. Maloq stuff is complete junk and not worth having, and peleng is substandard. Human average, feyan good, and gaalian excellent. the expense is also dictated by the race.

The hulls of the less techsavvy races seem to upgrade better than the feyan or gaalian hulls so I normally use human or peleng hulls (which also can use the strongster module, which is truly awesome).
 

kingcomrade

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Major_Blackhart said:
Yeah, that'swhat I figured. Do different ships have different numbers of slots?
Yeah, from what I can tell there are 3 types of ships: freighters/shuttles, which have like 1 or 2 slots for weapons but have lots of room and, fighters, which have 5 weapons slots but they are missing one of the accessory slots and don't have much room, and mercenary/ranger ships which are versatile (full accessories, 3 weapons, all of the module slots, average space, etc.)

These days I usually start as a human mercenary
Me too, or a corsair, I think, they get some nice starting loot. But besides starting ship and money, does it actually matter what "class" you pick? Does it affect relations with other ships of the same class ( will pirates not attack you if you are a pirate...?) or something?
 

bryce777

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kingcomrade said:
Major_Blackhart said:
Yeah, that'swhat I figured. Do different ships have different numbers of slots?
Yeah, from what I can tell there are 3 types of ships: freighters/shuttles, which have like 1 or 2 slots for weapons but have lots of room and, fighters, which have 5 weapons slots but they are missing one of the accessory slots and don't have much room, and mercenary/ranger ships which are versatile (full accessories, 3 weapons, all of the module slots, average space, etc.)

These days I usually start as a human mercenary
Me too, or a corsair, I think, they get some nice starting loot. But besides starting ship and money, does it actually matter what "class" you pick? Does it affect relations with other ships of the same class ( will pirates not attack you if you are a pirate...?) or something?

No, your class does not matter - in fact your class will change ingame as a reflection of your deeds. If you liberate systems you will become a hero. If you fight dominators and do some piracy you will be a corsair, if you do a lot of missions you will be a magnate, if you trade a lot, a trader, and if you do lots of piracy, a pirate, and if you fight dominators a lot, a fighter. My favorite was after I did a HUGE drug deal I got labeled a 'Dealer' for the rest of the game! there are also gangsters and I think a few others, but I don't know how they work.
 

suleo

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kingcomrade said:
Yeah, from what I can tell there are 3 types of ships: freighters/shuttles, which have like 1 or 2 slots for weapons but have lots of room and, fighters, which have 5 weapons slots but they are missing one of the accessory slots and don't have much room, and mercenary/ranger ships which are versatile (full accessories, 3 weapons, all of the module slots, average space, etc.)

The top-of-the-line ranger hulls have all the module slots + afterburner + 5 weapon slots + full accessories. They're hard to find though and quite expensive. And they are definately *not* available as a starting choice.

For a starting ship, I find the human fighter to be the best of the lot. Decent space, 3 weapon slots, all accessories and an afterburner. The burner is quite useful in the early and mid game, as it can get you out of trouble (and death) fast.
 

kingcomrade

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I've restrained myself from using the afterburner because the tooltip is fairly ambiguous, does it hurt me in any way? Or just hurt the engine's durability...?
 

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