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Differences between demo and retail
Posted: Sat Mar 03, 2007 2:44 am
by AntiMatter
Hi all,
Been luking for awhile and playing the demo. I am considering buying this thing but can someone give me a general overview of things that are in the retail game that are not in the demo? I don't mean bug fixes and graphics, I mean things like voiceovers. How much? Is it repetative? Anything else that might have been added that is not easy to tell just from reading the web?
Thanks
RE: Differences between demo and retail
Posted: Sat Mar 03, 2007 1:34 pm
by Kuokkanen
If you mean Starshatter Demo 3.9.4, it's demo of Starshatter 4 Ultimate Space Combat. Starshatter 5 The Gathering Storm is different game. Anyways difference between versions 3.9.4 and 4.5.0 (newest version of 4 serie) aren't that great: almost everything are same, gameplay is exactly same and available ships and missions are also exactly same up to point where demo ends.
Someone else shall tell you about about Starshatter 5.
RE: Differences between demo and retail
Posted: Sat Mar 03, 2007 7:34 pm
by Zanthras
although much about TGS is the same as the original SS, it does have a major difference in the game engine.
Improvements in graphics is the biggest and there are other new additions or changes that improve the overall game play between 4.5 and 5.0
If you never owned SS before and you liked the demo I dont think you will be disappointed.
IMHO purchasing Starshatter was for the game engine, not the actual campaigns or ships. I have played the campaigns through multiple times, but I spend most of my time playing mods others have created or building missions for the many, many ships out there for SS.
Currently there are several mods in progress for TGS, the biggest is the BSG mod. If you look through these forums you will find screen shots of those ships.
There are many others doing original mods and those are just as cool...
Good luck in making a decision.
RE: Differences between demo and retail
Posted: Sat Mar 03, 2007 10:32 pm
by AntiMatter
Thanks for the info. I get the feeling from the demo that one of the goals was to have something like a dynamic campaign. That appeals to me as I really liked Falcon 4 for the dynamic aspects. But then I wonder how dynamic it really is? I am going to take a closer look at the mods you've mentioned.
RE: Differences between demo and retail
Posted: Sun Mar 04, 2007 6:35 am
by Kuokkanen
ORIGINAL: AntiMatter
But then I wonder how dynamic it really is?
When fighter is destroyed, that is out of roster. That means once you have shot off all enemy fighters, you can take Thunderbolt (bomber) and blast off all enemy starships without fear of enemy fighters. There are some goals in given area (usually wipe off all enemy forces) and after that your forces move to next one (scripted thing).
I am going to take a closer look at the mods you've mentioned.
Note that you can play mods designed for 4 versions with demo version. You need unpackaged version (packaged mods are *.DAT files) and run game with command
stardemo.exe -filesys. There are some mods left for earlier Starshatter versions (3.5.3 and 3.7.6, available for free if you find) which also work with demo.
Good place to start with this is Starshatter Dev site. Mods there were made for Starshatter 3.7.6 or older.
http://ssd.servehttp.com/ssd/index.php
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Bailey-class frigate rocks! [&o]