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by Arioch
Fri Feb 05, 2016 11:41 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1247
Views: 1915675

Re: Suggest - Features and Improvements

Weapons will only appear in the designer if the ship in question can mount them. The heavy railgun requires a heavy mount, so if you're early in the game you may not have any such hulls yet.

I agree that the UI needs to be clearer about what weapons go where, and this is something we're working on.
by Arioch
Thu Feb 04, 2016 10:28 pm
Forum: Testing
Topic: Save game doesn't save
Replies: 3
Views: 7239

Re: Save game doesn't save

Open the menu with ESC, click "Save game", change name, hit Enter, hit ESC, click "Load game" - there are only autosave_1 and autosave_10 (as well as in SavedGames directory). Hrm. Perhaps this is something I should change. Right now, to complete a save, you need to click the ch...
by Arioch
Wed Feb 03, 2016 11:19 pm
Forum: Testing
Topic: Required system specs
Replies: 40
Views: 49584

Re: Required system specs

Those specs look to me like they should be sufficient, but I'll let Sven have the final word on it. I don't think we have an official minimum system requirement yet, as we're still adding functionality and there are parts of the engine that could be further optimized. I think the main limitations we...
by Arioch
Mon Feb 01, 2016 6:24 am
Forum: Testing
Topic: Early Ground Combat Mechanic Feedback
Replies: 4
Views: 6956

Re: Early Ground Combat Mechanic Feedback

There should be a visible distinction with most of the regular transports (depending on which race you're playing) between loaded and unloaded. I think this is so for everyone except the humans. But it may make sense to add some kind of troop icon to the side of a loaded transport. The difference be...
by Arioch
Tue Jan 26, 2016 2:02 am
Forum: Testing
Topic: Ground Combat
Replies: 13
Views: 18080

Re: Ground Combat

Unable to start a new game on dev. "Relations" accessed at nil.
by Arioch
Thu Jan 21, 2016 9:42 pm
Forum: Testing
Topic: Missiles too weak?
Replies: 5
Views: 10896

Re: Missiles too weak?

I don't think the problem you're seeing (and I see too) is necessarily with the strength of missiles. I think it's more to do with the AI's propensity to equip missiles and nothing else. So all you have to do is ride out the missile attack and then the AI must retreat because it's out of ammunition....
by Arioch
Thu Jan 21, 2016 6:30 pm
Forum: Testing
Topic: Game is looking good
Replies: 4
Views: 5843

Re: Game is looking good

Thanks! I think things are starting to come together, and I'm excited about the upcoming diplomacy and event additions. I like the idea of a late-game tech for robot colonists (which would be built like ground units, consume no food and have no morale, produce only wrenches (no coin or science) and ...
by Arioch
Sat Jan 09, 2016 7:30 pm
Forum: Testing
Topic: No Shield Strategy: Viable? Intended?
Replies: 6
Views: 11824

Re: No Shield Strategy: Viable? Intended?

Concentrating on shield-piercing weapons should be a viable strategy, but I don't know that forgoing shields yourself buys you much, except more ammunition for missiles. I guess you can double up on reinforced bulkheads, which might be favorable if you rush to the next armor level.
by Arioch
Sat Jan 09, 2016 8:37 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1247
Views: 1915675

Re: Suggest - Features and Improvements

The ship designer is in need of a UI revamp, but that's one of the things we'll keep in mind. As these devices have not been properly implemented yet, I am unable to gauge their effectiveness, but gleaning what I can from their description, they sound pretty weak with the insistence that they aren't...
by Arioch
Thu Jan 07, 2016 4:18 am
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1843
Views: 2718885

Re: Report - Current Bugs and Issues

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by Arioch
Wed Jan 06, 2016 11:02 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1843
Views: 2718885

Re: Report - Current Bugs and Issues

The Gremak starting preset classes have Viper Launchers in them, and you can build them even though you don't yet have the Marauder Weaponry tech. Opps. Gremak should now start with Marauder Weaponry. I don't think they should start with it, but I guess that's okay for now. In my current game (game...
by Arioch
Wed Jan 06, 2016 6:59 am
Forum: Testing
Topic: Are humans now impossable to play?
Replies: 20
Views: 33139

Re: Are humans now impossable to play?

One of my goals with the diplomacy system is to make the minor factions (including the pirates) more active, reactive, and interactive. The Marauders are currently more active (sending fleets to nearly systems), but the Death's Hand pirates are mainly system guardians right now.
by Arioch
Wed Jan 06, 2016 5:52 am
Forum: Testing
Topic: Are humans now impossable to play?
Replies: 20
Views: 33139

Re: Are humans now impossable to play?

The pirates and marauders are a lot tougher now, so that will probably make the Human start more hit-and-miss.
by Arioch
Tue Jan 05, 2016 3:47 am
Forum: General Forum
Topic: Steam Greenlight!
Replies: 32
Views: 56443

Re: Steam Greenlight!

Thanks everyone for your support!
by Arioch
Mon Jan 04, 2016 1:18 am
Forum: Testing
Topic: Latest build is showing a lot of promise
Replies: 4
Views: 8389

Re: Latest build is showing a lot of promise

Glad you think so! There's more to come; the ground combat module should be in soon, and after that the big-ticket item is diplomacy.

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