Space Rangers. Guide and Walkthrough for Space Rangers Ships of Intelligent Races

Story

Backstory

For about three years, three tough guys from Vladivostok have been riveting their dream game.

It all started with Dmitry Gusarov. Now he runs a large studio, makes mmos, kicks journalists who confuse HOM & M with King's Bounty at exhibitions. And then there were only "generals" and two guys found on the internet - Alexander Yazynin, an artist with education, and Alexey Dubovoy, a programmer with ten grades of education and expulsion from the first year of Tsatsko-Peda University Yazynin at that time got a job as a web designer in some local charade, and Gusarov taught at his native university, and Dubovoy, imbued with the idea of ​​his Elite (the space setting was chosen only because there was no artist at first), threw all his work to his mothers, counted his own belongings - $ 1000 - the budget for the next three years, and sat down to write the engine in Delphi. And now no one knows whether it was his own engine or just DelphiX shoveled ... slightly.

All the publishers sent the guys away. And b-gomerzskaya 1C agreed, but at the same time did not provide the game with any advertising. As a result, the game came out in 2002, but if it were not for the stupid nomads and zombies with their nines, this article and the children of Anonymus would not exist. However, they don't exist. But the game had the wildest success both among the players and critics, the assessment of ug.ru is indicative. Moreover, as all the reviewers claimed in unison, they guessed to review the game only because they accidentally saw it in a stall on the way to work.

The developers tried to force the second part in the West in 2004, but suffered a crushing failure: again no advertising and a disgusting translation. As a result - many victories in the nomination " Best game that no one has played. By the way, a year before that, exactly the same 1C medal was won with Silent Storm.

Universe and game concept

Races

Arranged in order of increasing brains, starting from zero.

Severe Malok humor

  • Maloki- red-backed warriors, they despise other people's luxury and don't like to sell their own (you won't believe it, but their stools are very popular in the galaxy). They love exclusively forceful options for solving problems (solutions with intelligence and cunning are considered a shameful deception. Probably this is because it is dishonest to use the brain against someone who does not have it). Their appearance and character allows us to call them jingoistic cattle. (spoiler:It is the Maloks who should be thanked for the Dominators - even before the war with the Klisans, contrary to the agreement between the five races, they left the technology of self-reproducing robots with them, because they were the most technically backward.) They also hit each other in the face as a greeting. There is no democracy on the planets of the Malokov, because it is not according to the charter (although for some reason there is anarchy). Despite their failing hardware, their hulls are spacious and strong (and cheap as well as fuel). Cast iron, lol. this is not any bio-slot armor for you. And they are terribly fond of red, which kakbe hints at. To the question: "Is there a G-d?" They answer: “There is no God, because this is not mentioned in the charter.”
  • Bearings- green, slimy, toad-faced, four-armed and smart-assed. On their planets, you can trade everything you can. Among bearings, it is customary to throw mud at each other (in every sense), to deceive, betray and mock at everything in a row. In addition, the constant desire to fuck everyone around, the presence of the best intelligence service in the galaxy "Dzuhallag" and eternal secret conspiracies give them cosmic HR. Even the names of the pilots and the names of the planets look like vile Yiddish or Hebrew words. The name for the AI ​​ranger is found in the game - Kuchma Khan. All pirate stations are either Peleng or human, as well as military stations are either Malok or Peleng. From bearings (always) you can buy a fraction of substances completely free, unlike other races (not always), which delivers. In KR 1, a lot was delivered by real spy probes (!), Which were placed in space by "peace liners" (!!). Well, you got it.
  • People- miserable people, wonderful traders, sold time to the whole galaxy in their own way, convinced everyone that it would be better if there was only one currency left in the galaxy, taught everyone to trade (except Klisans), even Maloks, who believe that they should engage in trade - worse than disobeying the commander. People's technologies are worse than those of the Gaalians and Feyans, but better than those of the Pelengs and Maloks. For the "cultural" expansion of people, other races are not very fond of, primarily because this "culture", due to its pop and hamburger character, displaces the ancient and consecrated customs of other races.
  • Fayane- purple tadpoles, almost the complete opposite of the little ones. Establish cultural ties with people by sending them cool technology (which they do not understand at all). You can think of them as galactic nerds. Faeries are also hermaphrodites, which is very convenient for nerds.
  • Gaalians(children of Gaal) - swarthy and golden-eyed. It was the gloomy Gaalian genius that gave rise to the prodigy, thanks to which the dominators appeared (and earlier, the advent of Machpella) - in fairness, representatives of other races each time pulled the DDD check, secretly tearing off drawings buried away from sin. They are proud of their inner world, in short - ilita. Nevertheless, they are the most technically advanced race, so in addition to fuel and lubricants, they also have a well-developed matan, even more abruptly than the Feyan nerds (in fact, the yellow-faced discovered everything a long time ago, but super-technologies were mothballed until the backward neighbors themselves they will not be reached). Their original appearance unknown, current state achieved by a large number of genetic improvements. They fight fiercely against the drug trade in the galaxy, as they are the most easily addicted race to substances.

Quests

CR became an epic wine not only because of the gameplay, but also because of the winrar text quests.

Yes, yes, baby, quests were not always about Petka and once they were completed without using a cow for a hammer. When your mom and dad were little, real red-eyed nerds played Interactive fiction, which in literary translation means “text quest”. That is, instead of drawn backdrops with whistles and fakes, in front of you is something similar to a notebook with text like “You are naked and in the forest. Your actions?". At the same time, there were not always ready-made options for action - it was necessary to enter commands in English from the keyboard. Roughly speaking, as in DOS.

Now this is left in these games of yours about loli, where, choosing lines with actions, you still fuck her. Unfortunately for many, you can’t fuck loli in the game, they don’t exist at all, instead of them in one of the text quests you can fuck a whore, for money, though, which will increase your well-being and mood! In fact, in one quest from the first part, some chan could still be fucked. The truth is only in the head. But after ratting in her bag, the player received a spray of neuroparalytic gas, which helped a lot in the task. But an attempt to use a night butterfly for its intended purpose was punishable by the death of the protagonist. So, children, it’s better not to go to the women - you will be safer.

In the quests, there are a lot of all sorts of lulz and laughs (for example, the Windows virus that raged on Earth, a documentary about dominators "Terminator 3: Rise of the Machines", an inscription in the toilet cubicle: "And let this toilet be a bastion of struggle for peace!" )

Yuri Nesterenko had a hand in writing texts and scripts, which, however, did not make the game less winrar.

The plot of the first part

Here it is - Ranger Happiness (a huge number of nishtyaks from the broken-down ships of the epic battle)

The essence is more than completely copied from any other game about “space and boats” (the older the version, the more clearly the Spectrum “Elite”) is recognized. Fits in a couple of lines:

Various championships were also held at the forum. They were interesting, delivered some lulz and brought points to the ranger and his team. There were also competitions. In one of them, it was necessary to guess from a piece of 50x50 pixels which game landscape or prodigy it was taken from. Well, for the victory they gave medals and karma.

The administration of the forum fought gourmets in every possible way. One of the rules of the forum read "The use of the so-called" padonkaff vocabulary "(LP) in its pure form is strictly prohibited." It is worth noting such a paragraph of the rules “It is forbidden to promote the consumption of counterfeit products. For example, to disseminate information about the methods of hacking StarForce protection.” Warnings were issued for violations, the list of heroes and their exploits still pleases the eye

All the conditions for the prosperity of phallometry were created at the forum. Not only karma was determined by the vote of the participants, but also fame. Karma could be lowered / increased, fame from any vote increased. Begging for karma was punished, in especially the wildest cases - by a banhammer. For the number of posts and the repeated passage of the game, they were given titles on the forum. A "surviving" member of the forum received various benefits. Newfag could only walk with a standard avatar, without any fake whistles. With the growth of his rank, not only the CSF, but also his rights grew: at first, the right to put one of the standard avatars from the game was given, and later it was allowed to upload his own avatar. And they even made a special award for true oldfags. It was possible to measure the rating of a team or a clan. Later, another rank system was added, tied only to the number and quality of the game played by the participant. And what a drama took place during the polls of the Most Popular Forum Member, held once a month!

The same second part with hung whistles and fakes, there will not be any innovations on the patch. The developers are positioning "Reboot" as an addon, although the patches that came out before the addon introduced more innovations than the addon itself. Officially, "Reboot" is a package of all those patches and fake whistles together for those who do not have an Internet (or something like that). In compensation, the difficulty was skyrocketing: if earlier it was possible to pass 200%, only a little pushing at the very beginning, now the coalition is very quickly pissing all systems, and the player observes the inscription "did not live to win." Igrozadrot-kun passing 200%+Iron Will tells the secret:

Take a fairy with two rocket launchers, make sure there is one business center. You agree to study, fly to the business center, take out a large loan (on the way, winning the first planetarium and increasing your capital), return and trade in full during the study. The houses will give credit for you;) and you quickly tune the ship all the way, then find the "junior droid" (or sub-portal, and with the help of a droid), catch Keller with this prodigy and make him bam (skillfully so in the very first year of playing time ). After that, the houses are no longer cakes, and you have a lot of time to broach for speed + pigamar, beat off the sector and get a submodem (you are unlikely to feed the scientists). While luring the kelleroids with the transfaker and quickly flying into the empty system, make a “dotted line” in Cayo. You won't be able to ride Sharik-Khuyarik alive, so cut off his breeder. Here at least sleep on the planet - two dropped out, the Coalition now rules. You can slowly feed the scientists until the solution of the Rubik's Cube, slam it with a standard program, and then unleash Sharik-Khuyarik hand-to-hand.

There is a lot of creativity of “fonnats” (and “folk”, but kosher-approved maps / quests, too, as far as fucking) and a ranger badge that made nerds shit bricks and run to the store for a collectible box. The main innovation of "Reboot" is the absence of Star Force, which allows you to freely run a licensed copy of this game in Vine. Also, the KR2D:P disk includes the latest version of the KR1.

Memo to gamers on laptops

Alas, anon, the collapse of the developer company, the source code breakdown and the punishable initiative in writing your own original 2d engines have done their job: on modern laptops with Windows 7 with a discrete graphics card and an Intel processor, your boat will not fly out of the center of the rangers (or rather, it will fly out, but You will only hear it, you will not see it). The reason is simple: in the presence of Optimus technology in laptops, for some reason alone, the built-in Intel "ov card does not draw a 2d image on the screen from the frame buffer, and it does not matter whether you play the game through it or through the nvidia" card (output with nvidia it still goes through the intel microcircuit). Even introductory videos do not draw, you bastard. Planetary battles, if you manage to launch them from the main menu by touch, are drawn and played perfectly. Connect an external monitor - everything is drawn on it just wonderfully. Through the built-in - horseradish. Owners of AMD APUs with, again, a discrete radeonchik in a pair, experience the same bouts of blindness, although there is an opinion that they can get out.

At the moment, a solution has been found! An unknown Good Samaritan with the nickname Lexeich filed a 7 kb program that allows you to play the KR without problems. First we launch the program and then the game itself. Well, VMware can help too.

Plus, you can: in the folder with the game in the cfg.txt file, replace the line Debug=No with Debug=Yes.

Developer Scandal

Shortly before drinking the Reboot addon, Dmitry Gusarov, the main developer, quarreled with Alexei Dubov, the main programmer. The essence of the quarrel was that Gusarov wanted to make “King’s Bounty” or something else fantasy, and Dubovoy was eager to continue gluing fantasy games on space topics, CR 3, for example. It all ended in failure for both: the business was registered to Dubovoy’s mother and he sued the company itself, and Gusarov lured all the employees away and washed down Katauri Int., where he began to rivet his King’s Bounty. The result is that Katauri Int. with a crowd of employees has already released its game, which received awesome ratings from journalists and even an addon for it, and is now working on finishing up the Royal Quest MMORPG project, and Elemental Games has not released anything worthwhile (although read about it below).

Revolution

Ranger phages and an outsourcing company that helped develop the CR, washed down an unofficial patch add-on that adds new planetary battles, text quests, government tasks, item models and several bugs to the game. Sawed out such a fierce imba as a pigamar, as a result of which the game stopped at 200% + HP a certain moment turn into a beating of babies and delivers to the end. In return, tricky quests are given in several moves.

Space Rangers HD: Revolution

The global addon was released on March 15, 2013. For this and the licensed second part, the blasphemous 1C asks on Steam for no less than 15 killed raccoons, which is an exorbitant amount for HD reissues of even bourgeois games. However, the hamsters bought it - for the first three weeks, the Rangers were in the top sales of Kanobu and the 1C store, bending over the discounted Bydlofield, Code and other crap. There is a discount for those who have a "Reboot" in the incentive, but that's bad luck - because of a srach with Dubov (the uncle believes that the CD belongs to him - although this is not the case on the papers, everything started from that, the details are unknown) "Reboot" was removed from the steam , so linking the boxed version of the game that 99% of the fans have to Steam will not work.

Innovations:

  • Pirate clan. They have a secret sector, which can only be discovered by obtaining the title of Baron. They like to use it to attack the Coalition systems in packs of 15 - 20 ships, greatly interfering when playing at 200%.
  • Fucking raised difficulty. The bending of 200% of wigwams by Atomic visions in the 15th year is out of the question. An attempt to lean out of the native sector entails hordes of houses in the Coalition systems. It comes to the point of absurdity - while you free one system, the houses capture five.
  • New goodies:
  • Hybrid, on the forum called Frigid, droid. To get it, you need to complete the tasks of special agents. And you can get these tasks only if you fulfill +100500 different conditions (Pirate title Ataman, if you get Khan, then fuck you, not a droid, Coalition title Captain or higher, 30+ killed clansmen, pirate campaign completed as a special agent, Mr. Shu was killed and etc.). But he's worth it.
  • Cruiser "Shadow of the Empire". An epic prodigy with the texture of the Imperial Star Wars cruiser and a bunch of fake whistles not available on other hulls. To get it, you need to have a rank not lower than Adept in the sect of Random, but better than Priest. Jump for half an hour on your left foot, then 2 hours on your right, spit over your left shoulder, pray to Random and go to dig uninhabited planets, and then, perhaps, after 3 hours of real time you will find the Ancient Holocrystal. The more planets they dug, the more likely it is to generate it when landing on a planet. And then a mere trifle - 2,500,000 credits and 500 nodes (after one of the patches, scientists even learned how to remove nodes from the account at the Ranger Center) and the tadpoles from the Science Base will decipher the data from the crystal and build the case. And do not try to fly into the Black Hole on this ship. You simply won't be able to fly, as its width exceeds the width of some corridors.
  • In the 18th patch (1st content patch), weapons were added: Esodafer (fragmentation), Kafacitor (energy), Lyrekron (missile) and the Aegis artifact.
  • In the 19th patch, the composition of weapons was expanded by adding seven types of modifications, similar to "prefixes" in Diablo, etc. Modified weapons received slightly changed graphics.
  • Sliced ​​Rocket Launcher in PB. Now it will not work to pass maps with one robot. Some other weapons, on the contrary, have been strengthened - the Discharger, for example, reloads 11.5 times faster (as it turned out, a minute reload was not a feature, but not a bug).
  • The assholes of TR nerds (nerds who set records 10 times higher than the record of the average player) shine like stars in the night, because now the amount of experience gained is inversely proportional to the amount of accumulated experience, and many tactics to increase the final score have been cut out.
  • Unique cases have been sawn out (several more modest in terms of parameters unique versions of ordinary "acrine" cases have been sawn down instead), but they can be connected by selecting the appropriate option in the fine-tuning menu. But a game with fine tuning will not work in TR.
  • The aforementioned fine tuning. If you wish, you can even return the hypertransition from WP1, but if you accept these changes, the game will not go to the new TR.
  • MakeDump is a save editing tool. There are many possibilities, and with almost every patch there are more. But the modified save cannot be sent to the TR, and you cannot receive achievements on it.
  • Extended toolkit for mods.
  • Achievements, achievements, achievements, thousands of them! For example, " Descendant of Brezhnev" - get all the medals; Karagon Mail (Karagon is a human sector, in any game 90% of the planets in it belong to people, the system of the Sun and the planet Earth are also generated there, of course) - fail 10 delivery tasks.
  • 14 different endings.
  • Campaign to fight pirates (no, with others). Scandals, intrigues, investigations.
  • For lovers of freebies and torrents, the developers did one tricky thing: the heat of the star is so hot that you can’t fly without a droid. Also, in one system there can be so many asteroids that FPS sags even on cool computers.
  • Now this miracle can be more or less normally run on a “non-emulator”.

According to the assurances of the developers, it has nothing to do with the free "Revolution", and the name is only a tribute to it, and the artists honestly re-drawn, for example, the Transcendent Engine and it purely by chance turned out one to one like Taurine in the free one, Biogenic droid - like Shaishuulud, etc. As of 05/11/13, bugs and the flow of crash reports on the forum and VK, which has exceeded 2000 messages, have dried up, although the lucky ones with Asus Xonar still need to switch the sound to the built-in card, unless of course they want crashes or freezes every 5 minutes.

Other. "Empire", KR online

Throughout the existence of the forum, a lot of concepts for online CR have been proposed by many fans. But since the game is turn-based and it is difficult to fit in online, there was plenty of space for sraches on both sides. But one fine day, unexpectedly for everyone, Alexey Dubovoy (aka dab also Krabe), director of Elemental Games, did file a browser-based online version of the CD.
Loners ratchet up their empires on a server that is reduced to a single Vgolactek, with the addition of flagship robbers, but no cows. There is a political regime of clans and a brave noob without a clan will crawl out into the top through shit and robbery. Also, there are holivars on various soils between clans or just sharp potsans. In the dry end, most players did not accept this fork, because Empire is a browser, and browsers are such browsers, and there is still no atmosphere of the Kyrgyz Republic here. Oh, and also a terrible donat, without which it is impossible to play, and there is actually nothing for mere mortals to do there.
The developers, who have nothing to lose, are trolling players with fake news about Space Rangers 3: Children of Eltan.

Perspectives. The third part

There is no third part. And Gusarov said 9,000 times that she was not needed. On the basis of the third part and its release, srachs are constantly growing, and there is more than enough space for green-assed ones. Some of the fans switched to Kings Bounty: The Legend of the Knight, because there the texts are written in a similar style, there are frills, you can choose the ranger badge as the coat of arms, the author of KB LoR Gusarov. The rest are replaying CR, setting records, writing fanfiction, doing new quests in TGE and creating maps for planetary battles. At the beginning of October 2011, 1s suddenly organized a competition for knowledge of the KR universe, updated the website, logo, and also sent models to Igromir in costumes with colors and symbols of space rangers. Alas, instead of the third part, 1C decided to sell the fans an addon with whistles and fakes, as we read above. So it goes.

Aleksey Dubovoy (dab), while remembering the KR, furiously shoots rays of diarrhea towards the fans, calling the latter ideots.

Also

  • « Space Rangers» (« Space Rangers”) - a racial American television series of 1993, in which these very KR fly on a shaking vessel through the farthest corners of space, save people, shoot villains, catch shipments of illegal substances, etc. The series compares favorably with these your Babylons-5 and Star Treks not only by a motley team, but also by the almost complete absence of epics and pathos. By the way, in one of the main positive (!) Roles is an excellent movie villain Cary-Hiroyuki Tagawa.
  • In this GTA IV of yours, there is a bantering cartoon series Republican Space Rangers on the in-game TV, which, judging by the description, makes fun of the aforementioned racial American series, and the appearance of the Rangers is also inspired by the aforementioned Buzz Lightyear.
  • In CR2 there is a weapon IMHO - (Molecular Chaotic Deviation Emitter), which can be obtained by sawing out terronoids.
  • The 2013 film “Oblivion” is dedicated to Keller’s arrival on Earth, with comrade Cruise in the title role (thanks to the laziness of the Russian distributor, who did not bother to translate the title, it is known to viewers as “Oblivion”). The design of the drones is also suspiciously reminiscent of the Earth-made repair droids from CR2, hinting at where the script's legs are coming from.

Links

  • Official website of the HD version of the game, which was released on March 15, 2013
  • AHIKH - Analyzer of Hack and Freebies in CR2 - an epic breakdown of the covers from CR2 (Beware! Mosk!)

Space Rangers - computer game in a sci-fi style, developed by the Russian studio Elemental Games. Published by 1C in 2002. In the West, the game was released under the name Space Rangers. The game belongs to the genre of "epic games" with elements of RPG, turn-based strategy, text quest and arcade.

The game tells about the confrontation between the Galactic Commonwealth, consisting of 5 races and the invading forces klisan- an unknown, aggressive life form. The player will take on the role of a volunteer ranger, a member of an organization created specifically to fight the Klisans. Due to the Klissan invasions, conflicts and wars between races are prohibited, however, attacks by space pirates on peaceful ships are not uncommon in the game world. The main habitat of pirates is hyperspace, and the pirate organization also plays a big role in the game's ending.

The Klisans were first encountered by Gaalian scientific expeditions exploring the second arm of the Galaxy. All attempts to make contact with them ended in failure, as the Klissan opened fire. And although it would seem that they did not know about the inhabited arm of the Galaxy (where the game takes place), they somehow found their way there. Extremely aggressive, do not come into contact with the player and the Coalition of 5 races at all. Scientists at the scientific base can develop a device to make contact with Mahpella - the brain center of the Klisans.

The story is copied from almost any other game about "space and boats". Fits in a couple of lines:

The distant year 3000, everything was fine, but suddenly enemies of all living things appeared. Thousands! Having committed an all-out genocide, the vile Kleesans are confidently moving towards destroying the last planets. Here, the surviving inhabitants of a cozy universe are founded by the Federation of Rangers, one of which is our alter ego. All the banality of the plot is redeemed after half an hour of the game, when the player realizes that everything is not so simple. The Klisans do not want to die, they brazenly continue to capture the stars, and the local troops do not want to fight, who have a thin gut for normal fighting. That is, it may happen that the Kleesans will win. At all.

To win, you need to deal with the bosses. There are 2 of them: the leader of the klissan Mahpella and the pirate Rachekhan (who, by the way, you will not see until the final battle).

Despite the player's freedom of action, the main goal of the game: stop the Kleesan invasion and, if possible, find out its cause. To do this, you can destroy the Machpella, the main ship of the Klisans, but if you wait until the development of a program that allows you to negotiate with the Machpella, then the game can be completed by negotiations with her. The ending of the game is a combination of 2 player decisions: what to do with Machpella (kill or just send home) and, if the player starts communicating with Machpella, whether or not to kill Rachekhan (but only if the player managed to find out where and how to find him) .

Another important principle appeared in Space Rangers - the world around the hero lives its own life, independent of the actions of the player. Other computer-controlled rangers, like the player, trade, fight Kleesans, piracy (or may themselves be attacked by pirates), improve their equipment, and so on. This principle, so far rarely seen in computer games, is probably one of the reasons for the success of the game. One of the features of the game's plot is the abundance of humor, often parodic (for example, in text quests).

Gameplay

At the start of each game, the player chooses their race, character, name, and difficulty level. The level of difficulty has 4 degrees and determines the following factors: the size of the initial capital, the "coolness" of the klisan, the size of the reward for the quest, the frequency of opening holes, the size of the artifacts.

The game is played in turn-based mode, with the exception of battles in black holes and hyperspace clots. The gameplay is reminiscent of Close Combat battles: the player gives an order (plots a course, aims an onboard weapon, selects debris to capture), presses the “end of turn” button, and watches the action in real time for some time without the ability to intervene. The player's ship travels in space between planets and space stations - within one system - and through hyperspace - to travel from one system to another. Each turn in the game corresponds to an in-game day. Before pressing the "end of turn" button, the player can enter into a dialogue with the ships of the commonwealth or scan them (if they are within the range of the radar), reinstall the equipment from the hold to the ship's slot or throw it into the airlock, activate a special artifact. All these actions are performed "out of time" and do not require spending game moves.

Upon landing on a planet or space station, the player is able to choose between different tabs, thus moving from the hangar to the government center or hardware store. The player has access to:

  • government building, in which you can receive a government task, hear valuable trading tips, purchase maps of nearby stars, or give a bribe to improve relations;
  • hardware store, where you can purchase equipment or weapons that have 8 gradations of technical excellence;
  • shopping center for transactions of purchase and sale of 8 groups of goods, and some of these goods may be considered contraband;
  • information centre, which publishes the latest galactic news, in addition, in this center you can search for any space object, whether it be a planet, a ship, a space station or equipment.

Both in space and on planets, the player always has access to 3 buttons that open the internal structure of his ship, a galactic map and a global rating of rangers. The galactic map, in addition, makes it possible to choose the direction of the hyperjump to go to another system. To do this, it is necessary to fly up to the border of the system and go into hyperspace. Once in the hyper, the player is on the screen for laying the route. You can travel along the arrows (only in one direction) from one hyperspace cluster to another. You can enter into clots. The color of the clot characterizes the probability of meeting a pirate in it. The end point of the route is a star symbolizing the system. Time in hyperspace moves, but more slowly than in outer space. Entering a clot or flying into a black hole, the player enters the arcade battle in real time, like in Star Control.

Quests

Quests are tasks that are usually issued by the governments of various planets (although there are exceptions). The quest on the planet can only be obtained if the government treats the player at least "good". Upon completion of the task, the attitude of the government towards the player improves to the degree of "excellent", for failure, the reputation deteriorates to the level of "bad". As a reward for completing a task, the player receives money and in some cases an artifact, equipment, ranger points, or a medal. Any quest can be both complicated and simplified. Depending on this, the deadline for completing the task and the size of the reward will change. To complete the task, sometimes you just need to complete the task, and sometimes return to the customer planet. In total, the game has 120 regular tasks and 26 text ones.

Role system

The pilot of every ship in the game has 6 skills: accuracy, maneuverability, trade, knowledge of technology, charm, leadership. Each skill has 5 levels of development. To move from one level to another, points are required, which are awarded for the delivery of protoplasm - a special substance of klisans. The number of points required for the next increase in the skill grows in arithmetic progression. Depending on the choice of the initial race and class, the player has already learned several levels of skills at the beginning of the game. Total quantity points (including spent) determines the position of each ranger in the global ranking.

In addition, there are military points for which rangers receive military ranks. Points are awarded for destroying ships and freeing captured systems. The player can only hire rangers who are junior in rank. At some point, the military hands the player-ranger a hyperspace direction finder, a device that indicates the number of pirates in hyperspace clumps.

Peculiarities

  • Mixing practically all game genres, although in general Space Rangers can be called a turn-based RPG. Even an analogue of artifacts is present in the form of artifacts such as “black goo” or “nanitoids”, which give bonuses with fuel, repairs, etc.
  • Runs even on old computers, and the size of the chips does not exceed 600 MB.
  • Nearly complete freedom of action, although you can’t play after the victory, but if after the destruction of everyone you don’t fly into the center of the rangers, then it’s quite possible.
  • Really living universe. Soldiers fight, merchants trade, scientists explore, pirates rob caravans. On low difficulty levels, the Coalition can clean up the galaxy even without the help of the player. By analogy, on the super hard difficulty level, she safely loses all star systems within 2 months, with the exception of the one the player flies through. But it can also be crossed off the list for 3-4 months.
  • 5 races and 3 classes, more precisely, the nature of the character, determined by his actions in relation to the ships of the Coalition, to the ships of the Kleesans and to goods in the market / in outer space. For each race and character there are unique quests and tasks.
  • Occasionally appoint the best merchant/warrior/pirate of the galaxy. Getting into their number is not forbidden. If you try hard, you can win in all 3 categories at once.
  • Diverse gameplay. Text quests, arcade battles and, in fact, a turn-based part.
  • Constant inflation, the real global economy: in 3301 the most expensive ship will cost about 20,000, and for a simple quest you will be paid about 4000. In a year, like, in 3380, an average ship will cost about a million, and for quests you will be given 200 thousand each. However, in there is a flaw in the game - inflation does not affect prices in text quests, so in the same year 3380, completing a quest with a reward of 200 thousand, you can get a “solid” bonus in the form of 500-1000 credits in the quest itself.
  • high replay value. Each party is not like the previous one.
  • domestic manufacturer.
  • Also in the game there is an ordinary human greed - that is, a constant desire to get a better boat and equip it better, in fact, for this the whole game is started.
  • The main villains can not only be killed, but also chatted, ordered to kill themselves or even forced to leave.

Races

5 intelligent civilizations: Gaalians, Pelengs, Humans, Maloks, Feyans

Arranged in order of increasing brains, starting from zero, which corresponds to the quality of the equipment: Maloka clothes seem to be made in China, and Gaal can hammer nails.

  • Maloks are warriors, they despise other people's luxury and don't like to sell their own (you won't believe it, but their stools are very popular in the galaxy). They love exclusively forceful options for solving problems (solutions with intelligence and cunning are considered a shameful deception). Their appearance and character can be called patriotic cattle. There is no democracy on the planets of the Malokov. Despite their equipment nightmare, their hulls are spacious and strong (and cheap as well as fuel). They also love the color red.
  • Bearings are green, slimy, toad-faced, four-armed and cunning. On their planets, you can trade everything you can. Among bearings, it is customary to throw mud at each other (in every sense), to deceive, betray and mock at everything in a row. In addition, the constant desire to deceive everyone around, the presence of the best intelligence service in the galaxy "Dzuhallag" and eternal secret conspiracies. The name for the AI ​​ranger is found in the game - Kuchma Khan. All pirate stations are either Peleng or human, as well as military stations are either Malok or Peleng.
  • People are excellent traders, they imposed time on the whole galaxy in their own way, they convinced everyone that it would be better if there was only one currency left in the galaxy, they taught everyone to trade, even the little ones, who believe that trading is worse than disobeying the commander. People's technologies are worse than those of the Gaalians and Feyans, but better than those of the Pelengs and Maloks. For the "cultural" expansion of people, other races are not very fond of, primarily because this "culture" is crowding out the ancient sacred customs of other races.
  • Feyans are purple tadpoles, almost the complete opposite of the Maloks. Establish cultural ties with people by sending them cool technology (which they do not understand at all).
  • The Gaalians are swarthy and golden-eyed. It was the gloomy Gaalian genius that gave rise to the “wunderwaffle”, thanks to which the Machpells appeared - in fairness, representatives of other races each time pulled the pin, secretly tearing off the drawings buried away from sin. They are proud of their inner world, in short - the elite. Nevertheless, the most technically advanced race, even more abruptly than that of the Faeyans (in fact, the Gaalians have discovered everything a long time ago, but super-technologies were mothballed until the backward neighbors themselves get to them). Their original appearance is unknown, the current state being achieved by a large number of genetic enhancements. They fight fiercely against the drug trade in the galaxy, as they are the most easily addicted race to substances.
  • "Space Rangers" ("Space Rangers") is a racial American television series in which these very Space Rangers fly on a shaking vessel through the farthest corners of space, rescuing people, shooting villains, catching shipments of illegal substances, etc. The series compares favorably with Babylon 5 and Star Treks are not only a motley team, but also an almost complete absence of epics and pathos.
  • If you get sick with chekumash (causes hallucinations), you can see the death star in space, the battle of ships from star wars and the Babylon 5 space station.
  • You can meet Luke Skywalker and other Star Wars characters and even get a lightsaber.
  • The name of the Peleng race is consonant with the name of the Fereng from Star Trek, they were also cunning bandits and merchants.
  • There are a lot of jokes in quests, for example, the Windows virus that raged on Earth, a documentary about dominators "Terminator 3: Rise of the Machines", an inscription in the toilet cubicle: "Let this toilet be a bastion of struggle for peace!".

Developer: Elemental Games
Publisher: Firm "1C"

System requirements


Minimum:


Pentium II 233 MHz
64MB RAM
High Color (16 bit) video card supporting 800x600 resolution and compatible with DirectX 7.0

4x CD-ROM/DVD-ROM
300 MB free disk space

Featured:

Windows 95, Windows 98, Windows Me, Windows XP or Windows 2000
Pentium III 733GHz
256MB RAM
High Color (16 bit) video card supporting 1024x768 resolution and compatible with DirectX 7.0
Sound card compatible with DirectX 7.0
20x CD-ROM/DVD-ROM
700 MB free disk space

Introduction. Peculiarities

"Space Rangers" - a new space-themed computer game from the Russian developer company Elemental Games, is a rather interesting mixture of several popular genres at once. Here you have role-playing and adventure elements, a bit of tactics and strategy, and to top it all off - a few purely arcade moments. Games like this one are extremely rare, and the uniqueness of its concept alone cannot but arouse interest.

In the game, we have to take on the role of one of the space rangers, an adventurer who, for the sake of money, fame, or other goals, went to conquer outer space. We will have one (and sometimes several) spaceships under our command, and we will have to fly through space and hyperspace between different systems, galaxies, visit various planets, trade, fight with other rangers, solve puzzles and more. The global goal of the game is to destroy the main, mother ship of the hostile Klissans race, as well as to neutralize the leader of the hyperspace pirates, Rachekhan.

In order to have a place to turn around for our wide ranger soul, the authors created a huge world that lives and develops on its own. It is divided into eight sectors, which consist of more than fifty star systems, numbering over two hundred planets and other space objects. Among these planets we will have to travel, interact with various objects and characters. Most of the planets have individual appearance and design, as well as characteristics. In addition to the usual outer space, hyperspace will be available to us, through which intergalactic jumps will be carried out. There are also many important objects in hyperspace. The main principle of the game is to earn money (through trade, piracy, completing quests, etc.), improve the characteristics of the ship and then destroy the main opponents. Everything is pretty simple.

The main action of the game takes place in turn-based mode. That is, we will have to give orders to our ship and then press the end of the move button, after which the world "comes to life" and the orders begin to be executed. Together with our ship, other ships and planets will move along the planned courses. Often you will have to participate in space battles. Some of the battles in the game will take place in turn-based mode, and some - in arcade mode. In this case, you yourself will have to control the ship and fight enemies using the keyboard.

Technically, the game is implemented, albeit not too impressive, but quite attractive. The two-dimensional engine does not look too archaic, there are quite a few interesting graphic solutions, and the space landscapes and illustrations for text quests created by the game's artists look very cool. Separately, you can praise the musical themes. In a word, with the exception of some nuances, we have an excellent game that continues the traditions of the long-standing Star Control, and in the absence of worthy adventure games on a space theme, the game is simply doomed to success. So hurry up to enroll in the ranks of the space rangers.

Plot


The game takes place in the distant thirtieth millennium. It is not clear why this figure was so attractive to the scriptwriters of the game (and to many other science fiction writers), but we start the game exactly in the year 3000. By this time, humanity is already traveling through the galaxies with might and main, has established contacts with alien races (there are four of them in the game) and is waging war already at the cosmic level. Relations between the five races are not going quite smoothly (in the game you yourself will have to be involved in many interplanetary intrigues), but, nevertheless, for their own preservation, all races found a common language and united to defeat a common enemy.

At the general Galactic Council, people, Maloks, Pelengs, Faeyans and Gaalians gather, make decisions and implement a global defense plan against the sixth warlike race - the Klisans, who suddenly appeared from unexplored regions of the galaxy. At the beginning of the game, no contacts were established with the Kleesans, so it is not clear why they came, what they are looking for and why they systematically conquer peaceful star systems. The coalition of five races had nothing left to do but to start a bloody and protracted war against the uninvited guests, and at the same time to develop a device that would be able to decode their signals in order to establish verbal contact with their mother ship. When the actions of the Kleesans, who won one victory after another, became too threatening, and there was a real threat of their conquest of other races, the Galactic Council decided to allow lone adventurers to fight against the Kleesans. The government figured that independent volunteers could single-handedly destroy the Kleesans' main ship Mahpella faster, and there would be no need to increase the cost of maintaining the army, because the volunteers equipped themselves. Thus, space turned into a huge military republic, and rangers appeared, who, following the example of cowboys in the Wild West, began to wage an almost guerrilla war against the Kleesans, pirating along the way and chasing easy money.

The character that the player controls is just one of these rangers. So we, among many other volunteers, a total of more than forty (they are controlled by a computer), will have to survive and win in this cruel world, trying to reach career heights and become the first ranger in the ranking. At our disposal we will get a simple spaceship with a minimum set of equipment, a map of a part of the galaxy, permission to conduct military or trade operations, and ten thousand credits insurance that will be sent to the family if their son turns into a pile of space debris. Then turn around as best you can. All expanses are open to us... Trading activity, that is, transportation of goods between planets and playing on the difference in prices, piracy - that is, extortion of money and cargo from vulnerable merchants, or their complete destruction. War with the Klisans for military rank and honor, or the fulfillment of orders from the governments of various planets for hard cash. It is noteworthy that in the game the player's freedom of action is brought to the limit (while the developers managed to maintain a balance), since there is no plot development at all. Right at the very beginning of the game, you can fly and destroy the main bases of the Kleesans and pirates. Another thing is whether the player has enough strength and power for this ... So, the accumulation of these forces is the main time of the game. For some, such a simple system may seem boring, but in fact, this simplicity is very exciting and it is simply impossible to tear yourself away from the game, as it stores a lot of interesting opportunities and nuances.

The developer managed to create an organic world that lives and develops dynamically in accordance with the actions of the player, which in turn is also constantly in a very close relationship with the outside world. Almost any action the player makes will have its own resonance in the world around him and will be judged from the point of view of other rangers, as well as planetary governments. As mentioned above, the game does not storyline, but there are a number of local events that will happen to your hero throughout the game, and these events will occur depending on your actions. All other characters that are part of the vast world live an independent and at the same time closely connected life with your character. Pirates robbing honest merchants may start robbing you if you are weak, or, on the contrary, ask for help if you are a reputable space filibuster. Warships protecting their systems will seek to kill you if you are wanted in a given sector of the galaxy, or protect you if their command respects you. Merchants will bypass you if a pirate flag flies over your ship, or tell you where to buy what goods cheaper if you have always treated merchants with respect. And so on. A lively spirit, a spirit of employment, a spirit of competition hovers in this airless space. Everyone is striving somewhere, scurrying about their business, achieving something.


It seems that increasing your wealth in loans, rank or position in the ranking is not an empty phrase, this increase has never been felt so clearly.

You can complete the game (that is, neutralize Mahpella and Rachekhan) in several ways, so at the very end of the game we will have several different endings. After all, you can simply destroy the main Klissan ship, or you can act more humanely and wait for the invention of the Mental Communicator to make contact with Machpella to find out the reason for the Klissan invasion and their attacks on our systems. The same with Rachekhan: you can kill him, or you can set the formidable pirate free. As usual, the fate of the universe is in our hands, and we decide what to do with it. Let's now look at some features of the game world.

Races

In total, the game features six different races: people, Maloks, Pelengs, Fayans, Gaalians and Klisans. We will have to closely communicate with all of them during the passage, so let's look at the nature and characteristics of each race in more detail. First, a few general considerations. The people who are in the middle of this list are average in the game. That is, they are in the middle between two poles: warlike and rude Maloks and wise and humane Gaalians. From this one can easily draw general conclusions about the character and preferences of each of the races.

Maloki



Maloks are large, strong, dim-witted and rude humanoids. The most important thing for them is physical strength and strength of mind. They respect it in other races, they show it in solving almost all issues. Brute force simple weapons and the strength of power - these are the main priorities of the Maloka civilization. Due to their contempt for mental activity, their development compared to other races has not gone very far. They consider the military as the most priority industry, therefore the economy of their planets is focused on the production of as many weapons as possible, which allowed them to create a fairly strong space fleet. Their development is largely due to the fact that the physical strength and endurance provide the Malokam with high viability and reproduction in the most unfavorable environments. The Maloki absolutely do not accept art, so the importation of all types of luxury and products of cultural and intellectual activity to their planets is prohibited and is considered smuggling (the same rule applies to drugs and alcohol). In their opinion, all this rubbish leads only to freethinking, which the Maloks consider the main threat to stability. But their simple and rough products (even stools) sell very well on the planets of art connoisseurs, which is extremely surprising to the narrow-minded giants. Your character will be respected by Maloki if you fight a lot, trade little and eat well. Most of the quests given by the governments of the Malok planets are related to the destruction of something or someone. The Maloki do not like weak Faeyans and wise Gaalians, and they are indifferent to people and bearings. This must be taken into account when choosing a player race.

Bearings



The race of bearings are representatives of the species of amphibian gills, also called leprasses. This kind of creatures, equally well adapted for life, both in water and on land, prefers swamps to all the benefits of civilization. The best compliment for a Peleng woman would be to compare her with a piece of swamp mud. Bearings, sometimes contemptuously referred to as reptiles or simply frogs, are able to breathe almost any nitrogen mixture. Bearings prefer to live in swamps and eat everything that these swamps create - algae, acid plankton, and so on. What good can be expected from leprosy? Due to the fact that their technical development has not stepped too far, the bearings prefer to engage in piracy, sabotage, arrange various provocations and get involved in various intrigues. Despite the fact that they, along with other races, are members of the Galactic Commonwealth, they shamelessly rob, steal technology and carry out industrial espionage on the planets of their nearest neighbors, for which, however, they are often punished. All this compensates for the lack of both strong economic ties and diplomatic relations with other races, and sufficient own production capacities. The short-sighted nature of the bearing makes him look for direct and quick momentary benefits by any means. This principle is manifested in all the main political and economic maneuvers of the Peleng civilization. The Dzuhallag Peleng Spy Department is considered the best espionage and sabotage organization in the entire Galactic Commonwealth. Get their badge as a reward for completing a particularly difficult spy mission extremely honorable. But at the same time, the Pelengs dislike those who are smarter than them and treat all other races equally badly and suspiciously. In a word, they are quite difficult subjects to communicate, so outwitting any bearing is considered quite difficult. Everything is allowed to be imported to the Peleng planets. The Pelengs are very proud of this.

People



What is a person - "Homo sapiense" - is well known to everyone. As mentioned above, people are average among all five races. Average technological development, average weapon strength, average mental strength. Subtle psychological and diplomatic moves allow people to keep the same a good relationship with all races, but at the same time especially highlight the race of older brothers in mind - feyan. Faeyans often helped people in technological plan, since the main successes people have achieved only in the economic sphere. Human merits include the emergence of a general galactic trading network, and the introduction of a common monetary unit - galactic credit, which is why the Maloki often call people traders. But this is not entirely true, as humanity became famous not only for trade. People managed to introduce a common time system, as well as the right to freely move around the galaxy of citizens of any race. It is traditionally forbidden to import drugs to human planets.

Fayane



Feyans - personify the familiar image of those same big-eyed egg-headed aliens that are shown in popular science and feature films about UFOs. This race is characterized by extreme physical weakness, but at the same time, it boasts remarkable abilities in everything related to mental activity. This is explained by the fact that any feyanin can arbitrarily divide his consciousness, mental activity and vision into segments that function independently, which allows them to simultaneously observe, analyze and investigate several processes at once. This peculiarity of the organisms of the Faeyans served to ensure that technical progress and scientific thought gained unprecedented scope on their planets. When you visit a Faeian planet, you can always expect to be offered a variety of technical innovations. At the same time, these philosophers and researchers, who have their own original vision of the world, treat with reverence the most ancient humanoids of the galaxy - the Gaalians, while they condescendingly call people "younger brothers", and generally consider the Maloks to be mindless animals. Often the Faeyans are in conflict with the Pelengs, whose spies are constantly trying to steal the latest Faeyan technology. A caught spy will face severe punishment, so the relationship between the Faeyans and the Pelengs is constantly on the verge of conflict. In the galactic community and in the fight against the Kleesans, the Faeyans play a crucial role. On them lie all the research carried out in the framework of the joint exploration of space and the conduct of hostilities against the Kleesans. It was Faeyan scientists who created many types of weapons used by most ships of the coalition of weapons and studied many of the phenomena that formed the basis of modern movement in outer space. On their planets, the Faeyans are trying to eradicate the use of alcohol and drugs, so the import of these goods to their planets is prohibited. It is also forbidden to import weapons to the Faeyan planets.

Gaalians



The Gaalians (children of Gaal) are the oldest and wisest race in the galaxy and the Galactic Union, it is, so to speak, the key to its existence. For millennia, the Gaalians have been developing their physiological form through genetic modification of embryos, so that now their original, natural form has already been lost. The Galaalians, being, so to speak, the fathers of all other races, carry the most important function of responsibility for them and the preservation of the Galactic Union, therefore they promote constructivism and humanism in solving all issues. They use their most powerful military fleet only to neutralize impending conflicts and ensure peace and order in the Commonwealth, and they themselves never attack first. The Gaalians treat all other races equally well, although a little condescendingly, and without singling out someone in particular. The role of the father makes them believe that no matter how badly the other races behave, they are all carriers of positive tendencies, and those mistakes that sometimes happen are due to their youth and are a passing and easily remedied matter. Let them frolic, if anything, we will control it. Weapons and drugs are illegal on Gaalian planets.

Klisans


We only know about the Klisans race that they are our main enemies, and the player in the process of passing will have to find out who they are and why they came to our world. All Klissan technologies are based on biochemical and genetic developments, that is, all their ships and weapons are living organisms or other biological substances. The Galactic Council is aware that they have a main mother ship called Machpella, and scientists are creating a special device "Mental Communicator", with which they expect to make contact with her, and finally find out the reason for the invasion. But so far, at the beginning of the game, no contacts have been established with either Makhpelooa or other Klissan ships: all Klisans rush into battle furiously, die silently and never ask for mercy. The "living" technology of the Kleesans is in no way inferior to the most advanced technologies of the coalition, and in some ways even surpasses them. The Commonwealth's policy to combat the Kleesans also includes studying the structure of their ships and other technologies, which is extremely difficult as they cannot be scanned. Therefore, the only source of materials for study is the wreckage of Kleesan ships, which can sometimes be picked up on the battlefield before they are destroyed by Mahpell's queen. Also of great scientific interest is a substance called protoplasm, which remains after the death of the Klisan ships.

Outer space and hyperspace

The world of "Rangers" consists of a huge outer space, divided into eight sectors. Each sector contains several star systems and constellations. Each star system consists of a star and several planets orbiting around it. Some planets are habitable and some are not. Habitable planets are inhabited by representatives of one of the five races, and when we land on a planet, we come into contact with the government of the planet, which consists of representatives of the inhabiting race. This is the physical structure of the universe.

The main action of the game will take place in star systems, that is, among a group of planets revolving around a single star. We can move freely in our spaceship through the star system in turn mode, land on any planets and make contact with other ships currently in this system. To do this, we just need to select the required action from the command panel (talk to the ship, attack, scan, etc.) or indicate the flight route (for example, a planet, or some other point in outer space), and then click the "End Turn" button. The selected orders will begin to be executed. The game has a rather convenient system of interaction with other spaceships. All ships can communicate with each other: plan a joint attack, extort money, ask for help, report profitable trade offers, hire a player, and so on. If the ship agrees to make contact with you, a dialogue window will open in which you can select the necessary replica with an offer. The pilot of the other ship will agree or refuse your offer. In the same way, communication with other rangers hired by you takes place. Through the communication mode, you give them orders where to move, whom to attack, and so on.

It is worth remembering that the part of the star system displayed on the mini-map is our radar reading. If the radar breaks, then you have to navigate blindly. To expand the "visibility zone" of the mini-map, you should use more powerful radars. Negotiations and other types of interaction with other ships and objects (except for attacks) are possible only within the radar coverage area.

In addition to interacting with other ships and flying to various points in a given star system, in open space you have access to information about your ship's systems, a ranger rating screen, and a star map. Movement between different star systems can only be done through hyperspace using galactic map navigation. On the galactic map, we must choose the star system to which we want to fly. The green circle around our current location symbolizes the zone within which we can move. The width of this zone depends on the type of the ship's engine (jump value in parsecs) and the amount of fuel in the tank. We can jump to any star system within the area shown. After giving the order to fly, the ship will move to the edge of the current star system and enter hyperspace.

Hyperspace usually consists of several clusters connected by transitions.


Autopilot plows through them safe route, since some hyperspace clumps (as well as black holes) can be inhabited by pirates of Rachekhan. If we do not want unexpected meetings, then we can trust the computer, and if we want to fight, then we should look into one of the clots (later we will have at our disposal a device capable of detecting the number of pirates in clots). If we have chosen a safe route, then upon reaching the exit point, the ship will “emerge” in the desired star system, and if we have chosen a battle, then we will first have to fight in arcade mode. We will talk about the features of conducting arcade and tactical battles in the corresponding chapter.

On the planet


Immediately after the start of the game, we find ourselves on one of the planets of the galaxy, depending on which race we will play for. A man starts on Earth, a little one starts on Ramgatra, and so on. Before starting independent activities, the local government will offer us a brief briefing, which will describe the most basic principles of conducting trade and military activities in the world of "Rangers".


We will only tell you about what you can expect when landing on any of the inhabited planets in the galaxy.

Each planet has a number of places that you can visit. Moreover, not always you will be available to visit all possible places. If your relationship with the local government is not too warm, then you will only be allowed to visit the spaceport and the government of the planet. The government will demand from you a bribe on an especially large scale, which will serve to warm your relationship. You can receive a special task from the government of the planet (that is, a quest) only if your relationship with him is excellent. How you are treated on this planet can be seen even before landing, or after it, on information panel in the upper right corner of the screen.


So, what are the places you can visit on any planet with a good attitude towards you:

Hangar


- the place where our spaceship "moored" when landing on the planet. Here you can perform the simplest ship maintenance work: refueling fuel tanks and repairing the ship's hull. From here, the departure from the planet is carried out.

Government


- by selecting this item, we will be able to pay a visit to the local government. Here we will be expressed our attitude towards our activities, given some recommendations, and sometimes valuable economic advice and suggestions - where, what to buy cheaper, and where to sell more expensive. Here you can sometimes get a special government task (only if your relations with the government are excellent) and purchase a star map - a map of any of the sectors of the galaxy that you have not explored. Without a map, flying to this sector is impossible. If you are not too happy to see on this planet, then you can pay money to the government and the situation will change instantly. The only exception is when your relationship with this planet is so bad (for example, you regularly robbed merchant ships flying from this planet) that you have been put on a wanted list and you are outlaws here. In this case, local warships will try to force you to land on the planet, and you will be arrested immediately upon landing. Arrest and stay in prison is similar to the passage of text quests, which we will discuss later in the "Quests" section.

Hardware store


- here you can buy, sell or repair various equipment and equipment for your ship. The assortment on different planets and military bases differs very significantly. New technologies will appear in stores as the game progresses. We will tell you in detail about the types and features of equipment for the ship in the "Ship" section. But you can always easily determine the technological level, that is, the "advancement" of a particular device. To do this, under each item put up for sale there is a corresponding indicator in the form of two colored dots. To determine the technological level of an item, there is a colored comparison bar at the top of the screen. It displays the full range of technology levels from the lowest (blue) to the highest (black). In total, there are eight technology levels for equipment.

Shopping center


- this is the place where you will carry out your commercial activities, buying and selling various goods. On the left of the list are the goods in the warehouse of the mall, and on the right are the goods on board your ship. You can quite easily make any transactions by clicking on the desired product in the left or right column and then choosing its quantity. Goods prohibited for sale on this planet are marked with the sign "Smuggling". The amount of goods you can purchase is limited by the cost or capacity of your ship's cargo holds. We will talk about the types of goods that are in use in the world of "Rangers" a little later.
Prices for certain types of goods (as well as their availability) largely depend on what the economic system and political system on this planet are. Planets with an agricultural type of economy produce a lot of cheap food, and planets with an industrial type - a lot of cheap technology, and so on. The type of economy of the planet and its political system can be seen on the information panel in the upper left corner of the screen.

News


- in the world of "Rangers" some events constantly occur: various cataclysms occur on the planets, new space stations open, black holes open, new systems are freed from Klisans, famous pirates are arrested, and so on. The player can always learn about these events from the planetary news. There is little really valuable information in them, but sometimes it is interesting to find out where medicines can be sold cheaper (on a planet infected with another epidemic) or where it is most profitable to piracy (in the system where the most cargo is transported) and so on.

The three remaining points are available to us not only on the screen of the planet, but also in any other place in space.

Ranger Rating


- a register of all rangers who plow the expanses of the universe, along with their personal merits, points scored and flying ranks. The one who surrenders the most protoplasm will be in the first place in the ranking. Along the bottom of the screen are portraits of honored figures in three areas: trade, war and piracy. You can get here only by showing yourself very strongly in any of these three fields. Here you can evaluate your personal achievements against the background of others. The position in this rating is taken into account, for example, when hiring other rangers: a higher ranger in the rating will never go to work for a lower one. Also, the position determines the degree of respect for you from other rangers and planetary governments.

Ship


- opens the screen of your ship and its equipment and the screen of your character's personal statistics. We will consider this section later.

Galactic map


- a map of the entire known and developed part of the galaxy. It consists of eight sectors that open as you acquire galactic maps. When opened from the planet screen, it is just a map, and can be used to measure the duration of the route before agreeing to complete the task. In space, with the help of the screen of the galactic map, moving from system to system through hyperspace is carried out.

Products

In the world of "Rangers" you can trade eight types of goods. Each product has three parameters - weight, selling price, and buying price. On some planets, it is profitable to buy one type of goods and sell another, but there is one unspoken rule - the sale of the most expensive goods brings the greatest income, and if at first you carry food and minerals, then in the later stages you will begin to trade in luxury, weapons and drugs. Cheap goods take up a lot of space in the holds of the ship, but bring little income, and the most expensive and contraband goods - weapons and drugs, are not bought everywhere, and they are rarely in stock in sufficient quantities. However, the trade in smuggling is quite a profitable business. Smuggling deals are frowned upon by the local government, and relations with it immediately deteriorate. But a respected and rich person can afford everything, and even quarrels with the governing bodies, so smuggling deals sometimes more than pay for themselves. So, let's look at all types of goods in more detail.

Food- a product that will always be in use, but due to its low cost, it is profitable for trading only at the beginning of the game. Often planets get into difficult economic situations, and then they buy food at high prices. Food is cheap on agricultural planets.

Medicines- a product that is quite suitable for trading at an average level. Often they give a good income, especially on planets infected with some kind of epidemic or survived a catastrophe.

Technique- it is profitable to buy equipment on planets with an industrial type of economy and sell it where there is an active harvest. With an average cost, it brings average income and is suitable for trading at an average level of commercial activity.

Luxury- trade in luxury and art objects is one of the most profitable activities. Luxury has a high cost and therefore is available only to wealthy merchants, but at the same time, the income from its resale can be very impressive. It must be remembered that luxury is prohibited on the Malokov planets, which means that it can be sold there at fabulous prices.

Minerals- the cheapest commodity in the universe. Only five credits and you are already a happy owner of one kilogram of bricks and other minerals. Another way to enrich yourself with this garbage is to destroy asteroids orbiting stars and collect their remains. It is impossible to get any significant profit from trading in minerals, since by fully loading your ship with minerals on one planet, on the next one you will be able to sell the entire batch for fifty credits more. This is not serious.

Alcohol- a medium-priced product, but due to the fact that it is not popular with all races, you can’t do good business with it. Alcohol is especially respected by people.

Weapon- deals with weapons are beneficial in that, with the average cost of this product, the range of prices for it is very large, and sometimes it can reach a two-fold increase in the original price. Another thing is that open sale weapons are not allowed everywhere. Traditionally, militaristic-minded planets of the Malok race are ready to pay good money for weapons.

drugs- this most expensive product is forbidden for sale on the planets of almost all races (except bearings), which means that you can make very good money on it. On the sale of just one unit of a narcotic substance, gain about a hundred credits. Drugs are a commodity for real businessmen.

space stations

In addition to the planets, in space, in some star systems, we can meet a few more objects that we can land on. These are various space stations. They are of four types.

Ranger centers


- all rangers gather here to discuss and evaluate their ranger tricks. Here it is necessary to bring and hand over the protoplasm remaining after the destruction of the Klisan ships in exchange for ranger points. Based on the merited ranger points, the centers form the ratings of the rangers and award points for various feats. Ranger points can be spent on promotions various characteristics your character. Ranger centers also provide a small amount of background information about the functioning of some of the game's mechanisms.

Scientific bases


- various technologies left after the destruction of the Klisans, as well as the remains of enemy ships, must be brought to scientific bases for study. The more technologies you bring back from the enemies, the faster the development and creation of the "Mental Communicator" necessary to establish contact with the Klisans will go. Local scientists can also improve the performance of any standard equipment installed on your ship for a moderate (and sometimes not moderate) fee, and this is the only place where you can repair and purchase any non-standard equipment.

military bases


- this is the place where the second branch of your character's career development is developed. For destroying pirate and Kleesan ships in military bases, you will be awarded warrior points. After accumulating a certain number of points, you will be given the next army flying rank, along with a ration containing valuable instruments and technologies or voiced loans. It is also believed that at military bases you can get the most sophisticated weapons, but practice shows that this is not always the case. At military bases, the actions of the rangers are coordinated with the actions of regular troops. Here you can see the progress of the fighting. At military bases, you can repair any standard equipment.

Pirate bases


- perhaps the most interesting place to visit. Here, for money, you can change the racial identity of your character, if the local authorities really do bake, not allowing honest piracy. After changing the race, we get a reputation as clean as a baby's tear, and we can continue the outrages further. Here you can also purchase a couple of containers of protoplasm, for exchange at the center of the rangers. This option is suitable for players who prefer to conduct trading rather than military activities. Why fight and fight when you can save money and buy anything with it? Pirate rangers are given substantial discounts. Here you can buy used (or stolen) equipment at discounted prices.

All space stations are allowed to trade, and it is not regulated in any way. You can freely sell or purchase any prohibited and contraband goods. Also at all stations there are equipment stores and information and news centers.

Quests

Various tasks that you will receive from the governments of different planets are called quests in the game.


We will also adhere to this terminology. Arriving on the planet, and talking with the local government, you will probably receive an offer for a certain amount to complete this or that task. After evaluating the situation, you can agree or refuse, or demand to simplify or complicate the task (accordingly, the terms will be increased or reduced, as well as payment for its implementation).


Before agreeing to a task and choosing its difficulty, it is worth using a galactic map to estimate how long it will take to fly to the star system indicated in the task. If you agreed to the task, then there is no way to terminate the contract, and failure to complete the task will entail a significant decrease in your reputation in the eyes of the government of the planet on which you received the task. All current tasks and other valuable information is displayed as icons on the information panel at the bottom of the screen.


Almost any important information in the game can be written there. If you complete the task, you will most often be able to get credits at the place where you completed the task, but sometimes you will have to fly to the planet of the customer. The result of the task can be not only money, but also rewards


(they increase your prestige in the eyes of the race whose reward you received and dispose to entrust you with other tasks), and a variety of technologies and artifacts.

There are usually three types of quests in the game: transporting an object to another star system, destroying a ship, and, finally, more complex and interesting - text quests. Everything is clear with the first. Fly, with an object where they ask, communicate with the local government and - money in your pocket. This type of task is the lowest paid and you should agree to complete them only at the beginning of the game. The second type of tasks is related to the search and destruction of any ships. There are several problems associated with these tasks. First, on early stages game at the disposal of the player is an extremely weak weapon. It is very difficult to destroy someone from it. And then, the search for the victim takes too much time, since the coordinates issued by the customer are most often inaccurate. But these tasks are paid very well.

Finally, the third type is text quests. There are about twenty of them in the game, and when passing some, you will seriously have to break your head. These tasks are the most interesting. What do they look like? In text form, you describe the environment around you and the current situation. The following is a suggestion to perform one of several proposed actions and describes what was the result of these actions, and how the situation has changed. The hero even has a small set of items that he can use if necessary. Here it is impossible not to note the high artistry and skill of the writer. Despite the abundance of textual information, the dynamism of the game is preserved, and the events are described in a very lively, vivid language.


I have never seen so many high-quality and varied text assignments anywhere. You will have to go to university, try out new weapons, participate in ikebana, hatchball and car racing competitions, destroy factories while riding a superbike, rob banks, defend fortresses,


redeem sacred totems and transport the gods in a boat to the other side of the river. True, some of the tasks seemed a little complicated to me.


Some of them are based on well-known mathematical puzzles (for example, about two vessels, three and five liters in volume), and some are based on a simple enumeration of options, but in fact on a test of the player’s patience (I think the quest about dong, gong and vile kshong will be remembered for all life). And these quests somewhat spoil the overall pleasant impression.

battles

There will definitely come such a coin in the game when your immense interests will be cut short with someone else, and no less immense. You will have to resolve this kind of situation with the help of weapons and military tricks. In this part of the article, we will talk about the features of combat using the onboard guns of our spacecraft.

So, you will have to fight in the game in two modes: tactical (that is, turn-based) and arcade. The appearance of one or another battle mode depends on the place where you met with the enemy. Battles in black holes and hyperspace take place in arcade mode, while battles in all other parts of outer space, that is, in star systems, take place in tactical mode.

In arcade mode, on a limited area of ​​the terrain (we will call this area a level), controlling the ship using the keyboard, you must destroy all enemy ships, which can be from one to five on the level.


Those who remember Star Control will understand what I'm talking about. In this mode, you can use all the weapons that you have on the ship by switching them with the numbers on the keyboard. Please note that after releasing a certain number of charges, the weapon will go into reload mode and you will have to wait until it reloads or use a different type of weapon. A variety of bonuses are scattered throughout the levels, which you can "eat" by flying into them with your ship (after a while, the bonuses appear again). Bonuses are very diverse: restoring the "health" of the ship, invisibility, increased power of guns, increased speed and maneuverability, and so on. After the destruction of all enemy ships, you will be able to leave the level, having previously collected the equipment and technologies left after the death of the enemies. And there are no more tricks here.


I will not hide the fact that this mode can unpleasantly strike many players with its unpretentiousness and simplicity, although it is very easy to die in an arcade battle.


For those who are not too fond of arcade battles, the authors have provided a mode automatic combat- with an autopilot, though this autopilot fights extremely mediocrely and you can not count on defeating serious opponents with its help. However, the tactical combat mode is not far from the arcade one in terms of interestingness.

A feature of the tactical battle mode in "Space Rangers" is that it almost does not require any intervention on your part. If you want to attack any ship in open space, you just need to fly up to it within shooting range, select a weapon to attack and press the "End Turn" button. Any weapon has a kill zone, which displays the area of ​​your ship, if an enemy ship is in this zone, then it can be fired from the selected type of weapon. It is also possible to attack the enemy at once from all types of weapons installed on board the ship, in this case all the affected areas will be displayed around your ship at once. In addition to the weapons for attack, you can choose the course of your ship's further movement: chasing the enemy close, chasing the enemy at a distance of a shot from the longest-range weapon, or any other.


So, after you have decided on the weapon and course, you press the end of turn button, and your ship will go on the attack, firing at the enemy with the selected weapon. The battle can take place in two modes: automatic - until one of the ships is completely destroyed, or turn-based - with a stop at the end of each turn (that is, a day). In automatic mode, you have the opportunity to stop the battle at any time, in order, for example, to retreat and land on a planet for repairs. It should be noted that the stop will occur only at the end of the started move. If several ships take part in the battle at once, then the computer characters will make their moves at the same time as you. In this case, you can trace the trajectories of their movement and attack. In the upper left corner of the screen there is an information panel that displays all the information about your ship and the enemy ship: ship type, hull strength (i.e. "health"), victory probability (if a probabilistic analyzer is installed), and so on. If the battle takes a dangerous turn for you, then you can try to make peace with the enemy by paying him money, or call other rangers for help.


All negotiations are carried out through the mode of communication with other ships.

Role elements

The role-playing system implemented in the game is quite simple. Before starting the game, we choose the race and class of our character. Race determines a favorable attitude towards us from some humanoids and a negative one from others. We have already considered the features of racial relations in the "Races" section. The choice of class (warrior, merchant, pirate) determines the initial set of characteristics of your character, as well as the attitude of some races towards your character. A pirate starts with an advanced technique knowledge skill. A warrior has all the qualities of a leader and can hire a partner. The merchant is strong in trade and has mastered the basics of technology.


In total, you can develop six characteristics for a character:

Accuracy- the higher the accuracy skill, the closer to the maximum will be the damage inflicted by the character's ship. With a skill developed to one hundred percent, the character will inflict the maximum possible damage to the enemy. That is, if a weapon installed on a ship can inflict 16-32 damage, then with a fully developed character's skill, it will inflict 32 points of damage.

Maneuverability- This skill is responsible for the ability to maneuver in space and avoid enemy hits. A pilot with a highly developed "maneuverability" skill is practically invulnerable in combat.

Knowledge of technology- this skill allows the character to repair his own ship and take care of it. This significantly extends the life of equipment and weapons on board. Full development of this skill will make the equipment last twice as long.

Trade- developing the trade skill allows your character to lose when selling old equipment less money. At zero skill development, the equipment loses half of the original cost, and at the maximum equipment will be sold at the purchase price (unless, of course, it is broken).

Charm- if you are a charming person, then many sins are forgiven you. Developing this skill allows you to mitigate the negative reaction of others to your actions. The maximum development of the "charm" skill makes any government treat your character twice as well.

Leadership- this skill allows your character to hire other rangers as subordinates. The higher this skill, the more rangers you can hire (from zero to five). However, it must be borne in mind that a ranger of a higher rank and position in the ranking will not be hired by a lower one.

To improve these characteristics, Ranger points are spent, awarded for freeing star systems from Klisans, completing government tasks, and bringing protoplasm to the ranger centers (one point per unit of protoplasm). Each characteristic has six levels of development, and the higher the degree, the more points are required for its further development.

In addition to the characteristics in the game, there is a system of flying ranks assigned to a character for downed Klasan and pirate ships. By accumulating the required number of points, a new rank will be assigned to you immediately upon arrival at any nearest military base. Along with a new flying rank, you will receive valuable gifts.

Ship

Your ship can be equipped with a wide variety of equipment. You can buy equipment in a store on the planets, recapture it from the enemy, or purchase it in another way. At the very beginning of the game, you will receive the simplest case, on which only the engine and fuel tank will be installed. These three things are mandatory on your ship, because without them you cannot fly into space. In addition, you can install several more different devices on your ship: a radar, a scanner, a gripper, a repair robot, a protective field generator, and, of course, a variety of weapons. When you open the ship screen, you will see the ship's hull and places to install various equipment on it. The empty cells below are a place in the hold of your ship. All equipment purchased or received in battles will first fall into the hold, and must be installed on the ship to start its operation. Each type of equipment has the following characteristics: type, weight, manufacturer's race and cost. The more developed a race has made this or that thing, the more expensive it is, and the longer it will serve without requiring repair. The Peleng engine will cost more and last longer, exactly the same, assembled by little ones, and the Feyan one - human, etc. Now let's take a closer look at all the equipment that will be available to you in the game and the dependence of its characteristics on the type.

Frame



The hull is the foundation of your ship, it is where all the other attachments are attached to, and it also determines your ship's carrying capacity and armor strength. According to these parameters, it is worth choosing a case. When buying a new case, the old one will be sold automatically. It is worth remembering that the amount of "health" of your ship is equal to its volume. In fact, if your hull has a durability of 350, then you can load equipment or cargo with a total volume of 350 units into it. The scheme is a little strange, but quite simple, let's leave it to the conscience of the developers. Most of the ship hulls have numerical bonuses to armor, these bonuses greatly increase the cost of the hull, but provide significant advantages in battle. The hull type determines the strength of its armor, that is, the amount of damage absorption inflicted on the ship. The more complex the structure of the material from which the hull is made, the stronger the armor.

Hull types in ascending order of strength:

titanium
Rhenium
selenine
Aquadan
Octaplax
Crystalline
Gravicore
mesostructural

Engine


The engine is used to move your ship in space and hyperspace. The type of drive affects the speed it can reach (i.e. how far you can travel in one day in normal space) and the width of the hyperjump zone (i.e. how far you can travel in one hyperspace jump).

Engine types in ascending order of power:

Reactor
phase
Pulse
cryogenic
Plasma
Energetic
diving
singular

Fuel tank


The larger the volume of the fuel tank, the farther hyperspace jump the ship can make without refueling. Fuel is consumed by jumping, and is not consumed by moving around star systems, but when it runs out, the ship can only move within the current star system. The fuel consumption in hyperspace is one unit of fuel per parsec, so if you have a fuel tank of 30 units, you will be able to jump thirty parsecs (provided you have an engine that develops such power). Sometimes the volume of the fuel tank exceeds the "jumping" power of the engine and the jumps have to be made in several stages, with stops in several star systems, but without refueling. A damaged fuel tank gradually loses fuel. The volume of the fuel tank depends on its type.

Types of fuel tanks in ascending order of volume:

static
Cumulative
Vortex
correlative
synchrophase
Archiving
aqua dotted
hyperfluid

Radar


The radar allows you to fix various space objects (planets, stations, other spacecraft, asteroids, etc.) and their the most important characteristics- strength, size, speed, name, probability of victory and so on. Information received from the radar is displayed on the mini-map in the upper right corner of the screen and on the information panel in the left. Without radar, many important operations are impossible, such as communicating with other rangers and obtaining information about their ships, plus, without it, you will have to navigate almost blindly in star systems. Also, without a radar, it is impossible to use a scanner. The range of the radar depends on its type.

Radar types in ascending order of power:

visionary
Animating
fan
Cellular
full raster
sonifying
Relative
Sub transfer

Scanner


The scanner is the most useless device on your ship. With it, you can, like an X-ray machine, illuminate an alien ship in order to see what equipment and weapons it has installed, and what is inside its holds. This information is almost useless in combat, especially after installing a probabilistic analyzer. The only use of the scanner is to identify the goods that truckers are transporting in order to decide whether it is worth destroying this ship or whether it is empty or transporting cheap minerals. Scanning another ship is possible only if the power of your scanner numerically exceeds the protective field of the scanned ship. Scanning without a radar installed or outside its coverage area is not possible. The power of the scanner depends on its type.

Types of scanners in ascending order of power:

analog
Bipolar
Tekranovy
Program
Duplex
Meridian
trassional
Vortex

Repair robot


The repair robot can repair a certain number of hull damage points per day (this does not apply to other equipment). This is quite convenient when fighting in tactical mode (the robot does not work in hyperspace), because if you receive not too significant damage, the robot will restore every turn. The amount of damage a robot recovers depends on its type.

Types of repair robots in increasing efficiency:

Rail
Articulated
Pneumatic
Dynamic
matrix
Cybernetic
Biotic
suspensory

capture


With the grapple, you can pick up various items in space and hyperspace: weapons, equipment, and so on. and place them in the hold of the ship. When you start using a grapple, a circle will appear around your ship, indicating the grapple's area of ​​effect. You can mark all items that fall within its area of ​​effect with a hand icon, and after the start of the turn, they will be "magnetized" by the capture and get on board the ship. The grapple can only grab objects of a certain size. The range of the gripper and its lifting capacity depend on the type.

Types of grabs in order of increasing load capacity and radius of action:

Magnetic
Seleroid
Pseudo-vacuum
track
electrogenic
Cryomeric
Activator
telekinetic

Protective field generator


The protective field generated by the generator blocks a certain amount of damage inflicted on the ship (in percentage), as well as attempts to scan your ship (really, what computer ranger would think to scan your ship?). The percentage of damage blocked depends on the type of generator.

Types of protective field generators in increasing power:

dotted
Beam
antimeric
scattering
Holographic
Stationary
Shielding
Octogenic

In addition to these standard pieces of equipment, you can equip your ship with additional attachments, usually to improve the performance of standard equipment or provide other bonuses. You can win back these devices from hyperspace pirates or purchase them at scientific stations.

Weapon


In the game you will meet twelve different types of weapons, and a couple more specific devices that can hardly be classified as weapons. Weapons can be bought at any hardware store and installed on the ship, just like any other equipment. It is worth remembering that some types of weapons are more convenient to fight in arcade mode in hyperspace, while others are designed for tactical battles. Therefore, you have as many as five seats for weapons on the ship, so you can switch to a more convenient type of weapon at any time.

photon gun- the simplest, weakest and most affordable weapon of all available in equipment stores. Deals minor damage to the enemy and is therefore only suitable for use in hyperspace (where the actual power of the weapon is not that important).

industrial laser- the laser was developed for industrial purposes, so it is only suitable for destroying asteroids. This laser is not suitable for any serious combat, since the damage it inflicts is too small. The radius of destruction of targets is medium.

Explosive weapon- the rather low rate of fire of this plasma cannon pays off with good firepower and low cost, that is, availability at the initial stages of the game. Can only hit targets at very close range.

Graviton Beam Launcher- A fast-firing beam weapon capable of inflicting medium damage at a fairly large distance.

Retractor- this type of weapon does not cause any damage to the enemy ship, but reduces the speed of its movement by a certain number. The retractor is equally good for both attack and defense. In the first case, the retractor will slow down the movement of the enemy ship, and you can easily catch up with him, and in the second case, he will help you just as easily escape from pursuit.

Keller Phaser- the first real serious weapon that will become available to you in the game. The Keller phaser is capable of inflicting very significant damage to any enemy ships. Its main disadvantage is the limited range.

Aeonic blaster- one of the most balanced types of weapons in the game - with sufficiently large damage, it has a large radius of destruction.

X-defibrillator- This type of weapon does not cause direct damage to the hull of an enemy ship, but instead destroys the equipment installed on it (including the engine and cannons). Has a medium damage radius.

submeson cannon- this gun deals damage not only to the ship you are attacking, but also to a group of objects located in its immediate vicinity. Great for attacking several nearby targets at once and clusters of several enemy ships. The gun is capable of inflicting fairly large damage with an average radius of destruction of targets.

Field Annihilator- Deals a lot of damage and has a medium damage radius. At the same time, the field annihilator is a very bulky and heavy installation, that is, it takes up a lot of space on board the ship, which negates the possibility of using it in parallel with a large number of other types of weapons.

Tachyon Cutter- can deal quite a lot of damage and at the same time has a very large radius of destruction.

Swirl spotlight- this type of weapon has the most destructive power in the game, but has a small radius of defeat, yielding in this to the previous type.

Graphics and sound

There is not much to say about the graphic design of the game: it uses a two-dimensional engine that supports two resolutions - 800x600 and 1024x768.


Despite the fact that 2D graphics technology can be called outdated, the 2D engine makes an extremely pleasant impression, and this, above all, is the merit of the designers and artists who created magnificent space landscapes.


This applies to both outer space (here you have nebulae, and comets, and the cosmic wind), as well as planets and what we will see on them upon landing. The design of the spaceships and their animation was pretty well done.


However, there are not so many ships in the game - there are only four types available to the player and about twenty types you will meet in the vastness of space. At the same time, the game's graphics engine is quite simple, there is little "live" graphics and animation in it, but it is replete with many static nuances that are pleasant to the eye and is not demanding on computer hardware.


There are not many special effects in the game, and those that are are rather sketchy.


There are no animations in the game. In a word, you should not expect anything supernatural from the graphic design of the game, but this is more than offset by other advantages of the game.

The sound design of the game was done at an average level. The music in the game is really good - the game has more than fifteen wonderful "space" musical themes that very clearly emphasize and complement the atmosphere of the game. But the set of sounds is very standard for this kind of games, the sounds of shots are inexpressive and sound like a toy, ships fly without sound at all, and so on. There is nothing more to say here.

Summary

Since the time of Star Control, there has not been a more interesting deep and high-quality game on the theme of space and sci fiction. Many very interesting and unusual ideas are reflected in the game, this applies to both gameplay, and presentation of plot moves. Among the minuses of the game can be called only a modest graphic design(but the game can easily work on weak computers), as well as a large amount of text information, which is not always easily perceived by the player. Otherwise, "Space Rangers" is an excellent product that can be recommended to absolutely any audience of players, especially fans of space fantasy. Finally, we have a worthy successor to the traditions of Star Control...

Maloki


Maloks are large, powerfully built humanoids. They are characterized by enormous physical strength, endurance, high resistance to natural factors, not too active mental activity, almost absolute omnivorousness. Such characteristics allow malokam to survive even in the most adverse environments.

Maloki are adherents of the cult of power. Physical strength and strength of character, strength of word and deed, strength of arms and strength of power - these are the basic and universal values ​​of the Maloka civilization. Maloki do not like frail faeyans and abstruse Gaalians.

The Maloki are the most technologically backward civilization in the Commonwealth. This is primarily due to their traditional distrust of intellectual values, which too often leads to freethinking, which is understood by the Maloks as the main threat to stability. Other reasons hindering technological progress are the huge costs of maintaining the army and space fleet.


The race of bearings belongs to the species of amphibians, commonly referred to as leprasses. This type of creature is equally well adapted for living both in a liquid environment and on land, and is able to breathe almost any gas mixtures that include a small amount of nitrogen. Like all leprases, the food of bearings is acid plankton and calol reef deposits.

Pelengs are pirates, saboteurs and provocateurs. Although formally they are members of the Galactic Commonwealth, in fact, the Bearings do not have strong economic ties or diplomatic relations with other races. Direct and quick profit by any means is the only goal of both a separate bearing and the Bearing civilization as a whole. Bearings treat all other races equally badly. Especially to those who are smarter.

Bearings' attempts to overcome the technological gap in a number of areas consist in a developed system of industrial espionage. The Dzuhallag Peleng Department is the best espionage and sabotage structure in the entire Commonwealth.


People

People are humanoids of medium height with a thin fragile skeleton, they eat organic protein foods. The heterogeneity of climatic regimes on most inhabited planets (especially the solar system) is reflected in strong external differences: skin color, facial features, etc.

People are primarily psychologists, politicians and diplomats. Rhetoric, psychological game, political technologies - these are the main trump cards of people. Historically, people and faeyans maintain friendly relations, but people have always disliked the Maloka civilization for its excessive aggressiveness. Attitude towards bearings and Gaalians is normal.

In terms of technological development, people are strong middle peasants. All the main achievements of mankind lie in the economic sphere. It was they who, many centuries ago, initiated the creation of a galactic network of shopping centers, having managed to involve even conservative Gaalians and Maloks who despise trade in this project. But the most important victory of people in this field is the introduction of a common currency - galactic credit! Also, notable successes include the introduction of a common chronological system based on the human one throughout the galaxy.

The Faeyane are a race of hermaphrodite humanoids with large brains and compound eyes. These are sedentary, physically weak creatures, most of whose activity is aimed at mental activity. Feyanin can arbitrarily divide his consciousness and facet vision into sections that function independently, thus creating an arbitrary number of autonomously operating areas of consciousness that separately perceive the world through their part of facet vision.

The Faeyan race is distinguished by the highest level of natural mental abilities. These are philosophers, researchers and innovators who cultivate their own technocratic culture and their own original vision of the universe. The Faeyans have great respect for the Gaalians and condescendingly treat their smaller brothers in mind - people. Feyans perceive Malokov as animals rather than as rational beings. Well, the bearings cause dissatisfaction of the Faeyans with the fact that they constantly send their spies to them in order to get the latest Faeyan technologies.

The faeyans in the Commonwealth account for the bulk of research projects and developments in various fields of science and technology.


Gaalians

The Gaalians (children of Gaal) are humanoids that have been modifying their biological form for thousands of years by genetic modification of embryos. The original natural form of the Gaalic race is no longer known.

At the moment, the Gaalians are the most highly developed race. The history of their people dates back to ancient times, when the Gaalians were the only intelligent beings from all the races of the Commonwealth. The Gaalians are patrons and motivators of the cosmos, cultivating constructivism and humanism in all respects. They use the navy only to neutralize the emerging conflicts and ensure stability in the Commonwealth.

Gaalians treat everyone without exception equally, and equally well. It is understood that no matter how badly people behave, they are potentially bearers of positive tendencies and have at least three rights: to life, to the definition of virtue, and to motivation. As a result, the Gaalians treat everyone as friends and partners, even when objectively the latter are not.

Dominators

Little is known about dominator robots. Actually, the player will have to find out during the game who they are and why they came to our world.

It is known that they are divided into three types: blazeroids, kelleroids and terronoids. Scientists suggest that each series of dominators has its own command center, which is its founder. It is believed that only by meeting with him can one find out the reason for the invasion of this particular series of dominators into our galaxy. But so far no one has been able to talk to any of the dominator bosses.

Dominator ships are fearless, they do not negotiate and never ask for mercy. The technology of the Dominators is in no way inferior to the most advanced technologies of the Commonwealth. The robots have powerful weapons that are not available to the Coalition forces.

The Commonwealth of the Five Races is actively fighting the dominator troops. All forces are thrown against the machines. Scientific bases are engaged in anti-dominatorial research. Ranger centers collect nodes - parts that fall out of the broken ships of the dominators (micromodules are subsequently made from the nodes to improve equipment), and also recruit new rangers - the heroes of our time. Finally, military bases award pilots with new ranks and organize combat operations to free systems.

Who's favorite race?

What race played the game for the first time?

Why did you choose this race?

Races

The Maloks are large, powerfully built humanoids, adherents of the cult of strength, and are the most technologically backward civilization in the Commonwealth.

Races

Pelengir - the race of bearings refers to the species of amphibians that are commonly referred to as leprasses. Bearings are pirates, saboteurs and provocateurs. Although formally they are members of the Galactic Commonwealth, in fact, the Bearings do not have strong economic ties or diplomatic relations with other races.

Races

People, I think, do not need to be described.

Races

The Faeyane are a race of hermaphrodite humanoids with large brains and compound eyes. These are sedentary, physically weak creatures, most of whose activity is directed to mental activity. The Faeyan race is distinguished by the highest level of natural mental abilities. These are philosophers, researchers and innovators who cultivate their own technocratic culture and their own original vision of the universe.

Races

Gaalians (children of Gaal) are humanoids that have been modifying their biological form for thousands of years by genetic modification of embryos. At the moment, the Gaalians are the most highly developed race.