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Messages - WelshPixie

#16
Just don't get pixie dust over everything - you don't want your office equipment flying off. :D
#17
https://www.dropbox.com/s/ot8ciqx7ufnz5ih/Log_VoidExpanse_Client_2015-03-18_20-22.log?dl=0&s=sl
#18
No sound here either. The Silent Update!  8)
#19
Quote from: ai_enabled on March 18, 2015, 06:22:54 AM
VoidExpanse v1.0.8 (experimental) is available now for Windows. The patch notes will be added to this topic tomorrow. Now you can play and guess what's new and what's fixed, huh :-). Hint: it's super-optimized and includes Unity 5 physics-based shading.

Ooooh fancy :D
#20
Quote from: omicron on March 18, 2015, 08:17:12 AM
hi ^^

multiple waypoints workl for me, i can also name them.

tryed prospector also, multiple mining tools.
the downside is that your energy capacitor is very fast empty.

is there maybe a skill i didn`t see to reduce that?

There are other mining tools, like the boosters, but I haven't seen any other mining 'devices' yet other than the ones that cost about 6k ('Industrial Mining Device'). The boosters are great though :)

There is a skill to make your energy consumption better - Engineering > Fuel Compression > Generator Efficiency and then the two skills in the right-hand-side tree beneath it. ^.^
#21
Game discussion / Re: Is VoidExpanse ready for gold?
March 18, 2015, 01:33:33 AM
Quote from: Silberspeer on March 18, 2015, 12:58:55 AM
Yeah, I described the only way upgrading is possible.
And there will be no generic slots. This is our motivated decision.

Gotcha o7 That's good though - it adds another element of balancing to the game, choosing a ship which fits your skills, or assigning your skills based on the ship you want. ^.^
#22
Quote from: ai_enabled on March 18, 2015, 01:30:44 AM
They should save when you click the "set nav point" button, so if you click on another point the nav point will remains on the map. Maybe we could improve it somehow to make it more obvious for the players...

Ahh! I'll try again when I'm playing later ^.^
#23
Quote from: ai_enabled on March 18, 2015, 12:12:31 AM
Hello! Isn't this feature is already available? You can point on System Map and set navpoint for that point. Then it shown on the map and on the radar/minimap. Also these navpoints are shown on Galaxy Map when you pointing on this star system.

I don't think they save though? As soon as you click another location it replaces the previous one with the new location you've just clicked on. I'd like map markers - a way to permanently mark a location on the map, maybe with also being able to name that marker. :)

Quote from: SilberspeerAdding a new ships will be the simplest and the nearest update, I suppose. I'm not promising anything now but adding a new, massive highlev freighter is very possible  and sounds very reasonable.

Yay! I know there are some mixed-spec engineering ships, I've just swapped over from the freighter to the um... Stingray Mark 2? It's a bit more well-rounded, slightly less cargo space though, I think more for general engineering missions than specialised to prospecting. It's nice that there are more slots I can put mining lasers in though. :D

Oh, on the topic of mining lasers - maybe another higher level there too? I've got the one that costs 6k, and I haven't seen anything higher than that yet (so it might just be that I haven't encountered the upgrade) but that's affordable early on too, so maybe something higher level that costs more would be nice - something to work towards ^.^

Quote from: SilberspeerCan't say anything about drones and wingmen - it needs more work on it and will happen later, if happens at all.

No worries!

Quote from: SilberspeerMultiple WPs - yeah, more map tools would be great an I'll put this to discussion ASAP.

Weeeee :D
#24
Game discussion / Re: Is VoidExpanse ready for gold?
March 18, 2015, 12:06:21 AM
Quote from: Silberspeer on March 17, 2015, 10:03:08 PM
3. We are thinking about ships colors and, actually, about a possibility to manually set the skins for ships. To give players to make their own skins. It sounds exciting, but we need an implementation plan first.

Awesome! I'd love that :D

I assumed what Omicron meant when they mentioned upgrades was the ability to purchase a more expensive item rather than upgrading an item that you've already purchased - the same way that the other upgrades in the game work (like when you replace your shield with a better one, I consider that to be upgrading it). I'm not sure how that would work with lasers on ships though - perhaps some ship hulls that have generic weapon slots instead of specified slots?
#25
Game discussion / Re: Ready for Steam?
March 17, 2015, 11:01:22 PM
Our community on Steam has been surprisingly lovely since we released our game (we got through Greenlight). We'd heard nothing but bad things about, initially, the kinds of comments we'd get on Greenlight and then about the kind of reception we'd get once the game went live, but everyone's been really awesome.  Hopefully it'll be the same for you guys!
#26
Right now you can upgrade all of the various components of your ship through various levels; the engine, shield, energy generator, radar, etc. But it doesn't change the appearance of your ship at all, only its stats. I don't know if it's a feature that hasn't made it in yet but right now you can't 'design' your ship in the sense of changing how it appears, only how it performs.
#27
Hallo!

Had the game for a few days now and really enjoying it. It's like X-Universe 'Lite', which isn't a bad thing :D I've gone down the prospector route, and have a few suggestions for things that would make that path, I feel, more interesting, viable and fun (and being a fan of X-Universe, these ideas will be influenced from things I've experienced in that game - it's not my intention for this game to be something it isn't, but they're things I feel could be incorporated into this game well). If not things to be added to the base game, then things I'd like to see modded. :D

Going down the prospector path I've of course been concentrating the majority of my skill points into engineering, and to a lesser extent into piloting (for the cargo space) and social (for the  commerce). This leaves me a bit weak in the combat department, not to mention that the current ship in the game with the biggest cargo hold is very sub-par compared to the fighting-class ships. There are a few ways I can think of to compensate (while keeping the skill trees specialised). Being able to own multiple ships, and either controlling the others via A.I. or via hiring pilots, would open up a few fun things - assigning ships to 'guard' me while I mine (and I should point out at this point that I know drones are a possible planned feature), but also being able to send them off to mine/trade themselves.

(Speaking of drones - will there be a variety of drones? Mining drones, maybe?)

Ships with bigger cargo holds is something I'd very much like. I'm currently in a freighter, which has the biggest cargo hold of any ship in-game and only costs some 7,000d and is easily attainable at low level - which leaves me nothing to upgrade into, because all the more expensive, fancier ships have smaller cargo holds. This makes the prospector class (and trader, I'd imagine) a bit stunted compared to the fighting classes - I can increase my cargo capacity a bit more with skill allocation, but can't upgrade my ship hull any further without sacrificing cargo space. I got the freighter as soon as the skill point unlocked (level 15?), and that's me done now as far as ship hulls are concerned - so it'd be really nice to still have some bigger, better hulls to aim for that are suited for large-scale mining operations ^.^

Edit - oh, and I knew there was something I'd forgotten :D The ability to place multiple waypoints on the map would be sweet. I'd love to be able to mark the better quality asteroids on the map for example, so that I can quickly see where they are when returning to systems. :)