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ADYGA 01 14.11.19 04:30 am

Information about the game (Star Citizen)

Guys, write any info on the game.. That would at least understand what the result will look like this toy.
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Evpatiy Neistovyy 14.11.19

Yes, actually the old is already something which is here - http://www.elite-games.ru/starcitizen/

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Max Fry 14.11.19

For this I recommend you to read blogs and news on the game. A larger and much faster infa appears in blogs. Sometimes, very rarely, in the news.

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Super_StarCC 14.11.19

Game trailer:

Star Citizen is under development a computer game in the genre of space simulator, which is set in the world, including more than a hundred solar systems. A single universe, multiple races, broad and balanced (rock-scissors-paper) set of ships fighting in space and possibly in the atmosphere of planets and FPS when boarding enemy ships and on the surface of planets. Developed economy based on the study of the cosmos, the mystery-solving, resource extraction, production, transport and trade.
Creator of the Wing Commander games Privateer, Freelancer, Starlancer, producer of paintings: Vikings, target, the Punisher, Lucky number Slevin" and others Robert Christopher (Chris Roberts) came back in 2011 in the gaming industry and promised his fans to write a game of dreams.

As the game engine CryEngine selected, deeply modified in close cooperation with the specialists of Crytek GmbH.

Innovative was the approach Chris Roberts to the funding of the development of Star Citizen. It is no secret that the lion's share of the costs in the budget of a modern AAA game class provides the budgets of publishers and marketing company, and investors dictate the terms, imposing their own vision of the development of the project. Initially having decided to abandon this approach, Chris was asked to Finance the game fans of the genre. The start of the company to raise funds was held on 10 October 2012, and a year later the counter collection of funds has confidently stepped over a mark in $22 million dollars and not think to stop.

As a singleplayer game, with a wide range of training missions, will be Squadron 42.

To the development of the game, in addition to led by Chris Roberts 'Cloud Imperium Games, Inc', brought the Studio, located around the world. Chris has assembled a team of the best professionals of the industry, built their own professional recording Studio, the Studio motion capture Vicon Motion, and more. The launch of the alpha version of the game is expected in late 2013, the final release in 2015.

Official website: Robertsspaceindustries.com
The website of the developer: CloudImperiumGames.com

At the time of this writing the game has raised $34 000 000

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Super_StarCC 14.11.19

Backup post

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Super_StarCC 14.11.19

Russian translation of the recent articles about raising the bar to $34 000 000

Greetings Citizens,

We raised $34 million with national funding... without any special promotions, presentations of new ships even without LTI! Thanks to the new users who discovered Star Citizen and the community that You help create every day. I know that we should say thank you to our loyal backers - in addition to the funding that makes this game possible, You know Star Citizen with your friends and family. The $34 million You opened the ship, but those which are identified fans of his vote, the MISC Hull C:

MISC Hull C (Inconspicuous) - Range transport MISC (sizes A-D), ranked from smallest the van to massive supertankers, the standard carriers of goods in the village people space. Extremely configurable, MISC court can be adapted to almost any type of transportation from the usual freight on a well-patrolled space routes, to armored trucks in frontier. In that time, the factory configuration of ships are usually used in legitimate cargo, model MISC Hull C has lately become a popular crime, which modifies the ships using the technology In the shadow of sensors, sets the hold a rapid decompression, a variety of hidden compartments, but retains the look of the ship, so it looks to the casual observer like an ordinary transport.

Recently, we asked You to choose the main distinguishing feature of the next solar system in Star Citizen. Audience resolutely chose the location of the event horizon of a black hole. So, stratholm for $36 million declared the Tamsa system:

Tamsa system - located at the external border of the space ban, Tamsa system features a massive Central star, which collapsed into a black hole. of products saying that the system was at least two planets larger than before in the process of its evolution captured by the black hole. In the system there are only two planets, the chthonic world and a gas giant located far from the event horizon of a black hole. Preliminary studies have shown that the two outer planets are slowly drawn towards the black hole, this is better to abandon any kind of colonization in connection with the riskiness of the project.

We look forward to more opportunities to introduce You with this system, when location will be developed.. as well as the huge number of other things You will explore in Star Citizen. Meanwhile, You can vote for the next location. As in voting with the ships, we removed from the list of upper and lower positions. Now
tell us what kind of location You'd like to see next?

Link to the original material: http://forum.star-citizen.pro/index.php/topic/778-pismo-predsedatelia-34-milliona/

PS I will Try sometimes to put the translations

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Super_StarCC 14.11.19

Technical requirements for the game:
-Minimum requirements at the moment (to the stage of release requirements can be changed):
RAM: 4 Gb
CPU: dual core PC i3 530
Video card: GTX 460

-Recommended requirements (they are the minimum requirements for Alfatest that is guaranteed to play at this stage):
RAM: 8 Gb
CPU: dual core PC i7 2500
Graphics card: GTX 670


For information, here are 2 references:
Summary information on vehicles and their manufacturers: http://forum.star-citizen.pro/index.php/topic/164-svodnaia-informatciia-po-korabliam/
Financing the game: http://forum.star-citizen.pro/index.php/topic/229-tceli-finansirovaniia/

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Super_StarCC 14.11.19

Greetings, Citizens!

Module space battles (Dogfight)!

When finally! Here's a question out of your mouth!


We had originally planned to release the draft version of the module for feedback at the end of this month. However, after much deliberation, I decided to abandon this solution.

As I explained during the live broadcast, we have discussed with employees how best to use time and resources for the overall development of the game to as close as possible to stick to our original schedule of the alpha Universe of Star Citizen by the end of 2014 and full release in 2015.

Huge influx of funding this year helped to paint a picture of long-term development. We had the opportunity to release the game sooner and a lot more diverse than we originally planned. This means more functionality of the game and the more interesting its content at the very beginning. We got farther than originally planned in building server-side technologies, such as shared servers, and custom servers for the SC engine. Squadron 42 Boarding+Fighting first-person have full teams working in parallel, in addition to our teams in Los Angeles, Austin, and Montreal who are working on components of the space battles and on appearances and sometimes landing on different planets. We have a small group of people who support these works according to the General Protocol of the company (CGBot) in Austin and Monterrey, Mexico, and Void Alpha in San Francisco.

In the long term it is very convenient for game development, but at the moment multiple teams, the need for management, slowed my speed and some other members of the team.

And...now Dogface.

Initially, when I started game development, I never dreamed that the community, at this early stage will Finance the project, so I figured that the sooner I will release an early version of the module Dogface, it will increase the interest in the project, will cause a good feedback from the community, will add a bit of fun and will help in the balance settings. I knew that this path has its drawbacks, the biggest of them is the one that we have to use the built-in network Protocol CryEngine, not our own, designed for stable operation in a multiuser environment. Our Protocol required to maintain network architecture supporting large number of players who (we hope) will be in Star Citizen.

Over time I got more and more nervous about the initial plan of building dogface, moreover, that our ranks grew and grew. With so many people in the alpha test we need a whole other level of backend support, which would require a major redesign of an existing enterprise structures CryEngine - support system, spinning servers to handle each session - all those things on which we build the Universe of Star Citizen. Unfortunately multi-user support backend behind schedule by several months. But I really want to start dogfight, so that it was linked to your hangar, friends lists, chat and so on.

We considered the option of starting the single player module that includes multiple combat scenarios, as a first stage Dogface. But, in the end, we came to the conclusion that it would not be appropriate, because even the singleplayer casit Star Citizen - Squadron 42 is built on a multiplayer basis and will have the possibility of cooperative transmission. In the case of issue with singleplayer module AI, we have to create a bunch of useless content, because dogfight primarily intended collision of the player with the player, not the player with AI.

The hardest part of the balance dogbite is to make it so that battles between two players was fun and interesting. We spent a lot of time discussing different systems and ways to modify so you can adjust your level of strategy and skill to PvP fights, because we don't want him turned into an endless, monotonous fight when you have no chance to change the level of your opponent.

In addition, dogfight has a lot of additional components to add grace and realism that you need to create to get the right dogfight that will use the community HUD, damage display, special effects - all of them are developed and look very promising, but, in my opinion, not yet ready to be put to General use.

I feel that the module dogbite, especially for those high requirements that we set to Star Citizen, should be breitseiten than a typical alpha test. Following the game very closely, and there are many people who wish our failure So logfit as the first module that will involve significant part of the gameplay should be good enough. I know that we will not receive any leniency just because it's pre-pre alpha.

So we had two options - either to share with and spend some time creating content-earplugs, which after some time will not need to spend time and resources just to attract attention and to keep within the named deadline - December, to create what will certainly be a very low level, or to take a course to create one module that is ready to use when the release of the game.


The modular release schedule of the game, the first step of which was the release of the Hangar, that's not what was promised during nacalai campaign financing. Delivery game in a modular fashion, that was the idea, to which we went, was when I realized how passionate and enthusiastic can be our community. You could observe our work and help us improve Star Citizen to a level that never was achieved with the development of the game. Therefore, let now dogfight means to throw down the drain a few months of work and give a negative experience that will only spoil the final performance of Star Citizen. If we go on it only in order to meet pre-announced deadlines - we will be poor stewards of the funds that have entrusted us with the community.

In addition, the search for a new office for our growing team in Austin has taken much longer than we initially expected - we now will be moving on 28 of December! As our core program and network protocols run in Austin would be pretty risky to try to upload the module, during this holiday period.

Thus, instead of having to make them at Christmas to work in an emergency mode, to upload some anyhow, I decided to make a difficult decision, and delay the output dogface for a couple of months to allow us to take our time and really show something special.

Our goal is not only to make Star Citizen four. Major publishers produce games worthy fours - but this applies to their respective games. The advantage of public funding is that it allows us to realize the freedom of creativity, we can do what we want and...one big drawback - I more than ever feel your frustration. I don't just want to make a Great Game. I want to play, you LIVED in it. And even more than that, I feel part of the community Star Citizen, I feel United with you, which you have never experienced.

However, we have all the same holidays, and we're not going to say goodbye to you just not bringing you some pleasure. At the end of the week will be released a new addition to the hangar, which will give you some new features.But more importantly - the team and I invite you to join us on Friday, December 20 to show you some elements dogface, look at the work that is performed. You will see how we fight in a fur ball, and hope you will appreciate some of the details dogface in Star Citizen, and what new developments will be in the space space simulator.

We think you will be happy with what you see!

So please join me at 9 a.m. Pacific time (21.00 GMT) on Friday 20 December in a Christmas special two-hour live broadcast where we will talk about all the news of Squadron 42, the Hangar and Dogbite!

- Chris Roberts.

The article was prepared: http://forum.star-citizen.pro/index.php/topic/825-vy-priglasheny-detali-priamogo-efira/

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Super_StarCC 14.11.19

You're invited: details of the live broadcast!

Welcome, Citizens.

First of all we would like to thank you all for the incredible support regarding the announcement of the postponement of the release dogface. The response of the community was even greater than we could have expected, your assessment of this project has never been questioned, and we're impressed that you have a genuine understanding of how the development of games. A sincere thank you for your support.

On Friday, the developers of Star Citizen in Austin, Manchester and Los Angeles will join you live to tell about the current state of Affairs. We would like to take this opportunity to get community questions for the developers, which created three special themes of the forum. If you have any questions to the team, please ask it there before the event!

Foundry 42() (Squadron 42)

CIG Austin() (Hangar Patch 10)

CIG Los Angeles() (Dogfighting)

The show starts at 11 am Pacific time (-5 hours GMT) with Chris Roberts and his team in Los Angeles. Then we move on and talk to the team Squadron 42. They just moved to a new office and want to show you the surroundings...and, of course, to share information about the current state of development Эскадрона42

Live will continue with the epic 50th episode of Wingman Hangar And then Hangar Q&A with the team in Austin. The show will end with a demonstration by Chris Roberts and his team in Los Angeles Dogface and answers to some burning questions!

The article was prepared: http://forum.star-citizen.pro/index.php/topic/825-vy-priglasheny-detali-priamogo-efira/

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Super_StarCC 14.11.19

This Friday (20.12.13) developers Old citizen of studios, located in Austin, Manchester and Los Angeles will tell live about the current state of Affairs. The show will begin at 11 a.m. Pacific time (21.00 Moscow time) the inclusion of Los Angeles with the treatment of Chris Roberts and his team.

Get acquainted with the details of the live broadcast in the theme: Details of the live broadcast

Through close collaboration portals Elite-Games.ru and Star-Citizen.pro will be launched on Russian stream, in which interpreters in real time and accompany the speech of Chris dubbing and interpret what is happening live.

Link to the stream: http://www.twitch.tv/casidy1991

In addition to the duplicated stream You can get all the important information in the text: Document support ligustrina from Chris Roberts.

Organized by portals:
Star-Citizen.pro
Elite-Games.ru

Original article: http://forum.star-citizen.pro/index.php/topic/832-livestream-20122013/

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Udalite etot akkaunt 14.11.19

MMM Nice

K
Krendelll 14.11.19

Gentlemen, there is a person Cyberion
Not so long ago, RSI recognized him as the official representative of the game in the vast Runet.
https://forums.robertsspaceindustries.com/discussion/33804/star-citizen-in-russian-series-of-videopodcasts

In his video"Star Citizen In Russian he started to cover all the details of the game.

Here vidyuha, fully dedicated to Arena Commander:

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ALKATRAZ_XXL 14.11.19

How much weighed the latest version of the game ?

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stalker_stas 14.11.19

so shyas current arena and no more missions ?

K
Krendelll 14.11.19

Yesterday, senior producer Travis Day and cool PR menager David Swofford, shared the news about Star Citizen with the press of one of the gaming sites ru-NAT.
In conversation, I talked about not easy the process of developing SC, about that - what today is Cloud Imperium (the developer) and answered some questions, including the status of Russian localization
Reading for both beginners and for experienced )
https://gme.ru/other_games/4618-star-citizen.html

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Eroppo 14.11.19

Interview with developers of Star Citizen (25.07.2015)
Apparently, the really advanced developers - even time can travel))

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SiriusUHD 14.11.19

once again confirmed the localization of the Russian language.
very good.

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Mercurionio 14.11.19

25 Jul? WTF, what's with the hat?
Today, on June 26

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TIMetal 14.11.19

Megabuyer
I hope they localize will succeed better than Frontier Development

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Marsel Kazan 14.11.19

Briefly tell us about the game?I understand this is a pvp shooter on the spacecraft?

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oltr 14.11.19

Marsel Kazan
MMO-RPG shooter is allegedly supposed to be. That's only when he comes out...