It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Hello everyone!

We are excited to announce that the new major and free! 1.5 update for Interstellar Space: Genesis is now available to all players!

The major new features and improvements include New Galaxy Shapes, Automated (Auto-assigned) Infrastructure, Ship Idle Alerts, Improved AI, and much more!

You can find all the details and the full change log for this new update here.

We hope you enjoy the new free 1.5 update!

Have fun!
Adam Solo
Praxis Games
the idel marker doesn't really work correct because it marks a ship as idel even after you send it off to do something,

[example] a outpost ship travels to an area with their escort frigite... they run into a monster [fight] then escape, now the two ships are running back to the closes safe harbour but your new ui marks them as idel

that said the AI update was a suprise... they really do fight better now

the auto assigned infrastructure could be more usful if we could also auto build buildings at the same time as we set their assignments... still its better than nothing

p.s, i'm enjoying the game a lot... nice to see a dev put real effort into their game
Post edited November 16, 2022 by ussnorway
Hi, thanks a lot for your feedback!
avatar
ussnorway: the idel marker doesn't really work correct because it marks a ship as idel even after you send it off to do something,

[example] a outpost ship travels to an area with their escort frigite... they run into a monster [fight] then escape, now the two ships are running back to the closes safe harbour but your new ui marks them as idel
Yes, in that situation, where the civilian ship is fleeing from a lost battle, no idle notification should be raised. This will be fixed in a next update.
avatar
ussnorway: that said the AI update was a suprise... they really do fight better now
Awesome! Glad to hear you've noticed a combat AI improvement.
avatar
ussnorway: the auto assigned infrastructure could be more usful if we could also auto build buildings at the same time as we set their assignments... still its better than nothing
Could you please clarify what you mean by that? You can set a colony for building automation, using a predefined colony automation focus (e.g. population growth will prioritize Cloning Centers).
avatar
ussnorway: p.s, i'm enjoying the game a lot... nice to see a dev put real effort into their game
Thanks for the kind words. I'm glad to hear you're enjoying your time with the game.

Thanks again for your feedback. If you have further comments or suggestions please le me know.
Woo! Thanks for the update! :D

Could you please clarify what you mean by that?
Sure, I have a new colony close the enemy and I want to build it up as a fort with troops, starbase, air defence etc
I can't start building because the infrastructure is there to support that many buildings yet... I have to build the infrastructure space first then hopefully remember to come back later knowing which buildings to place there.

I mean a auto build for planet should allow me to set everything then move on with my empire knowing X, H and G will eventually get built

Could you please clarify what you mean by that?
avatar
ussnorway: Sure, I have a new colony close the enemy and I want to build it up as a fort with troops, starbase, air defence etc
I can't start building because the infrastructure is there to support that many buildings yet... I have to build the infrastructure space first then hopefully remember to come back later knowing which buildings to place there.

I mean a auto build for planet should allow me to set everything then move on with my empire knowing X, H and G will eventually get built
Thanks for clarifying. Actually, that suggestion is already in the big list of items to consider adding at some point. Not all items will make it in, but some will. So, we'll see.

In the meantime, a possible workaround or another way for achieving that, would be to set colony automation on that type of young colony where you want to build defenses on to "Planetary defenses and ground combat strength". This will prioritizee garrison buildings, battle stations and other defense facilities for that colony. That way, you could set infrastructure and colony automation and "forget" about that colony. Later on when you revisit, it would probably already have a garrison building and a battle station on it.
the key word there is "probably"

on that topic i'll give you another example ... the menu UI has a [continue] button that "probably" loads the last save but not always
[see images]
if you play on more than one computer like I do, one at home and one at work, then the save games sync because you tested that but the continue script doesn't sync so computer 1 says the last game played [on that computer] and computer 2 say the last game saved on it, which of course will be different

its easy enough to work around once you know but a real bitch the first few times you lose hours of game play

p.s, has anyone else asked for the explorer map to be improved?
when playing an empire NOT in the top right corner its a case of scrol the map down to find your area to explore then scrol back up to press the small X, could we perhaps have a X in all four corners at least :)
Attachments:
continue.jpg (127 Kb)
last_game.jpg (139 Kb)
Post edited November 17, 2022 by ussnorway
avatar
ussnorway: ...the menu UI has a [continue] button that "probably" loads the last save but not always
[see images]
if you play on more than one computer like I do, one at home and one at work, then the save games sync because you tested that but the continue script doesn't sync so computer 1 says the last game played [on that computer] and computer 2 say the last game saved on it, which of course will be different

its easy enough to work around once you know but a real bitch the first few times you lose hours of game play
Thanks for bringing this up. A fix will be available in the next update.
avatar
ussnorway: p.s, has anyone else asked for the explorer map to be improved?
when playing an empire NOT in the top right corner its a case of scrol the map down to find your area to explore then scroll back up to press the small X, could we perhaps have a X in all four corners at least :)
You can close the Remote Exploration window by hitting the Esc key or the mouse right-click button. Most windows can be closed that way.

Thanks!
Hello everyone!

It's been a few days since we released the free 1.5 update. We hope you are enjoying this major new update with all its new features and improvements.

In the meantime, we've been listening to your feedback, so here's a patch that fixes some issues.

Saves from version 1.5 are 100% compatible with this new version. So, you can proceed with your games normally.

Thanks a lot to everyone who has bought the game, and the expansions, and has been providing feedback! If you haven't bought the Evolving Empires expansion yet, please consider buying as it adds 2 great new gameplay features, more leaders and music tracks. If you have a few minutes to spare, and have been enjoying what we do, please leave us a review on GOG! ❤️

Have fun!
Adam Solo
Praxis Games


VERSION 1.5.1 (changelog)

BUG FIXES
- Fixed an issue on the 'Ship Idle Alerts' feature which would show an idle notification when civilian ships were fleeing from a lost battle. An idle alert isn't applicable in those cases.
- Fixed an issue in the 'Continue' game feature which would resume the latest saved game on that machine and not the very latest saved game which was produced on another machine when using the Cloud Saving feature. This is now resolved and the latest save is always loaded when continuing a game from the Main Menu, no matter which machine is used to play.
- Fixed a bug that could sometimes cause a defending orbital station to not participate in battle when a Space Monster offspring attacked a colony and there was a defending fleet orbiting the system.
- Fixed an issue that could cause space monster offspring ships to be too small in the galaxy map. They are now slightly bigger.
- Fixed a bug when displaying the Ship Attack (accuracy) and Ship Defense (evasion capacity) for the leaders' component in the enemy ship panel. The values were being used correctly for the combat calculations, but the leaders' bonuses to SA and SD were incorrectly displayed as double they were supposed to be.

Evolving Empires
- Fixed a bug that could cause game corruption when a player with the 'Sacrificial Lamb' evolution perk would assimilate a minor civilization that had not yet been discovered. This happened when a minor civ would spawn inside the initial sector as the homeworld system. This is now fixed.
- Fixed an issue where the diplomatic modifier bonus provided by espionage-type minor civilizations was missing from the 'Empire Overview' screen. The diplomatic bonus is now displayed on that screen.
Feedback = add some tutorials to covers the basics
what really hurts this great game is the total lack of information
not 3 hour long [arnt we great] plays but short 1-2 mins vids teaching important points: here is how you see which planets are swamp type, this icon will tell you where a sorce of dark matter is location and wtf is a support ship good for... i was 100 hours into this game when i worked out that ships could split thier firepower and didn't have to toss everything but the kitchen sink at just one target. @ that point i moved up from normal to hard and enjoy the game a LOT more ;)

its a great game guys... just to be very clear, i love all the work you put into it
Hello everyone!

I'm happy to announce the release of the 1.5.2 update. Please find the changelog below.

This update contains improvements and bug fixes, mostly in response to the great feedback we've received since the release of the major 1.5 free update.

Saves from previous versions 1.5.x should be 100% compatible with this new update. So, you can proceed with your games normally.

We hope you enjoy the new update. Please let us know if you find any issues. Thanks everyone for buying the game and for the support! If you have a few minutes to spare, and have been enjoying what we do, please leave us a review on GOG! ❤️

And, don't forget to level up your Galactic Empire with Evolving Empires today!

Have fun!
Praxis Games

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.
Post edited November 30, 2022 by Adam Solo
Hello everyone!

I'm happy to announce the release of the 1.5.3 update. Please find the changelog below.

This update contains improvements and bug fixes. Thanks to everyone who has provided feedback.

Saves from previous versions 1.5.x should be 100% compatible with this new update. So, you can proceed with your games normally.

We hope you enjoy the new update. Please let us know if you find any issues. Thanks everyone for buying the game and for the support! If you have a few minutes to spare, and have been enjoying what we do, please leave us a review on GOG! ❤️

And, don't forget to level up your Galactic Empire with Evolving Empires today!

Have fun! Praxis Games

VERSION 1.5.3 (changelog)

UI & GRAPHICS

- It's now possible to skip the 'Zoom and Shoot' space combat animation by pressing the 'spacebar' or 'Escape' keys, or by pressing any mouse button when the animation starts (I remind that this animation can be disabled in the 'Game Settings').
- Zoom level '0' now shows a bit more of the map. The step from zoom level '1' to '0' was too small.
- The fleet icon that is displayed in the galaxy map when fleets are travelling is now crisper at the lower zoom levels (when map is seen more from afar).
- Ships in the ship leaders' assignment panel are now listed by ship class, as before, but then they are sorted by travelling state (stationed or travelling), then by the system name, and finally by ship crew experience. This way, the player can know where all ships of a given class are stationed, or if they are travelling to a certain system (all listed next to each other). And, from those, finally see which have the best crew XP when assigning a ship to a leader.
- Stationed ships now show the stationed "shield icon" while travelling ships show the "ship travelling icon" in the ship leader assignment panel. Before, ships that were stationed, but had a destination set, showed the stationed "shield icon", which could be confusing.
- The Space Elevator bonus is now only displayed on buildings and ships where it applies. Before, the bonus would be listed as "+0" for all construction projects, irrespective if the Space Elevator applied to that project or not, which could be misleading.
- When a leader with the 'Envious' trait requests another leader to be dismissed, the text now clarifies that the leader in question will be immediately dismissed if the envious leader's request is accepted.

Evolving Empires

- Space monsters are no longer listed in the ship leader's assignment panel when playing with the 'Palacean' evolution affinity (space monsters join the empire with this evolution perk). Leaders couldn't be assigned to monsters anyway, so listing them there was not needed and would unnecessarily clutter that screen.

BUG FIXES

- Fixed a bug that was causing the Helium-3 amount to not be sorted correctly in the strategic resources overview panel.
- Fixed a wrap issue in the research value displayed for the Accretion disks bonuses in the strategic resources overview panel.
- Fixed an issue when offering Antimatter in a trade deal it didn't refresh the overview panel with the updated values (e.g. loss of production due to losing source(s) of antimatter).
- Fixed a glitch that would cause the "happy peaceful" music tunes to play when a 'Peace Treaty' proposal was made, even when it was rejected. It should only play the "happy" tunes when the treaty is accepted.
- Fixed an issue that could cause the AI to not use all of its weapons in combat when the ships rotated or were preparing to flee in the next turn.
Post edited December 21, 2022 by Adam Solo
1 small COL issue
please add an option to hide support ships from the galaxy map [see image]

it really doesn't need to be there and i keep thinking they are troop ships... move them to the planet map or give them a different icon
Attachments:
avatar
ussnorway: 1 small COL issue
please add an option to hide support ships from the galaxy map [see image]

it really doesn't need to be there and i keep thinking they are troop ships... move them to the planet map or give them a different icon
Hi, thanks for your suggestion.

I've added this to the big list of items to consider adding to the game at some point. Not all items will make it in, but some will. We'll see.