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Messages - necavi

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1
Ideas and suggestions / Re: We need an auto-run button
« on: January 21, 2017, 05:42:36 pm »
My guess is, at this stage it is a very short duration sprint but talent points will be able to increase it. Just a guess though!

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Bug reports / Stuck Mob
« on: January 21, 2017, 11:14:33 am »
Noticed this guy up on the Great Southern Mountain, he can't move at all. http://imgur.com/a/Bh1N2

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Ideas and suggestions / Inventory Management Buttons
« on: January 21, 2017, 10:51:09 am »
I would absolutely love if you added some sort of buttons to manage inventory - such as one that stacks everything in your inventory as best as it can.

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Modding info / Re: Modding
« on: January 21, 2017, 10:41:22 am »
Thanks! I'd realized that I needed them to really understand what was going on, but I didn't want to bug you guys about it too much until it was actually possible to create a gameplay mod :D

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Modding info / Re: Modding
« on: January 19, 2017, 10:44:02 pm »
Thanks! That does make a lot of sense overall! I'm really, really glad to see that modding has clearly been such a primary focus.

I'll probably poke around a fair bit just to get a good idea of how it works but won't really do much modding before it gets further along. I wouldn't want to work on something for a few weeks then see that you guys have released an update that does the same thing before I'm even done!

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Modding info / Re: Modding
« on: January 19, 2017, 08:17:44 pm »
I am incredibly happy to see that modding is such a high priority! That was absolutely going to be my first question, I'm very glad to see that it has already been answered pretty well.

I am concerned, however, that this type of modding tends to vastly increase the incompatibilities between mods, I have seen quite a number of games that run in a similar fashion and typically they end up being more or less only allow a single mod to run at a time. How are you guys planning on dealing with that issue, or is that not something you're really concerned about?

I'm quite excited to take a look around and give the modding a go!

Edit: I attempted to load the project into Visual Studio 2015 and it threw out an error that "C:\Users\<My User>\Appdata\Local\CustomProjectSystems\AtomicTorch.GameEngine.ModProject\CustomProject.Default.props" was not found. Am I missing some additional files or something like that?

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Bug reports / Re: Crash/Glitch during Galaxy result from Server
« on: June 24, 2015, 04:31:47 pm »
Thank you! I was very happy to see that one fixed. :)

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General Discussions / Re: New game?
« on: May 21, 2015, 03:31:58 am »
Personally I would love to see AtomicTorch do basically Mount and Blade in space, while not a unique idea at all, it could be extremely fun in my opinion, get some nice diplomacy, levels/xp/upgrades and some story line thrown in to boot.

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News and Updates / Re: Your questions & our ability to answer
« on: May 20, 2015, 07:20:41 pm »
That is very nice to hear! I know that you guys are working hard, but hearing nothing for so long can certainly be discouraging.

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I would recommend backing up savegames, they seem somewhat fragile unfortunately. If you want a script to do it I would be happy to provide one to help.

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Bug reports / Re: Crash/Glitch during Galaxy result from Server
« on: May 01, 2015, 08:48:28 pm »

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Bug reports / Crash/Glitch during Galaxy result from Server
« on: May 01, 2015, 05:41:04 pm »
Game version: 1.2.9
Game mode: Multiplayer
Bug Location: Galaxy Map
Steps to Reproduce: Have a mod run relations.SetSystemFaction() while a client is in the Galaxy map. Seems to glitch (shows faction colours with almost no opacity) the first time, then crash the client the second time.
Reproduction Rate: 100%
Logs: http://pastebin.com/Qg4Fcmt1 Note: The galaxy results on times ending in 10 seconds are from the server's script that runs once per minute.

13
I found VoidExpanse on the Steam frontpage (Steam seems to be quite a common factor here) and couldn't resist it. Too much like my longterm favourite, EV Nova. I keep getting sorely tempted to make some form of EV Nova TC for the game...

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Ideas and suggestions / Re: How do goods & pricing work?
« on: May 01, 2015, 10:53:19 am »
I have some pretty solid ideas for it, but that would involve some fighting with the existing TradeSystem. I did some more digging and some core elements of the other idea that I had aren't really plausible, they'd require some pretty annoying client-side work, so I might end up putting some effort into a better TradeSystem first, considering that that can be done entirely server-sided.

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Ideas and suggestions / Re: How do goods & pricing work?
« on: May 01, 2015, 08:40:02 am »
If you look at the server console you can see that prices are fully recalculated every x minutes (I think around 2 or so, based on how frequently I see it come up), that's done at the same time as general production/consumption is applied. Seeing that kind of variability has made me consider making a mod that would create a slightly more realistic system, one that uses some basic AI for traders (and a limited number of them) to balance and modify prices. Although doing what I would vastly prefer (actually having traders going everywhere) seems impossible as systems don't tick when a player isn't in them (and I believe that counts AI as well, but I haven't done enough research to be certain). I have a significantly more interesting mod idea in mind that I'm currently working on, but I would likely take this on as a second project if I deem it feasible.

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