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Messages - Lurler

#946
1. Shields. If I am not mistaken the "12 energy" is per "regeneration value", when they have to regenerate. So, if your total energy output after all other equipment is lower than that they can drain your generator pretty quickly. That, or there may be a problem. Could you try investigating with other setups?

2. Balancing issues and mining. Well, it is an alpha and there are a lot of things that will change later. Mining in particular will be completely revamped. Same goes for combat and all other things.

3. Content and things to do. Again, since it is only an alpha there are a lot more to come. So, there will certainly be more things for mid and end game :)
#947
Quote from: Hammish on August 03, 2014, 12:29:42 AM
For #2, would it be possible to create a certification of sorts and then stick it on the hull as an effect, since that's possible now?  Then just create a new type of asteroid to mine.
Oh, good idea. I think it should be possible. At least you could try :)
#948
1. No, but you can make it really hard to mine, so low level mining devices won't work on it. But we actually plan to implement that with mining system overhaul later on when we add more asteroid types and different mining devices for each particular type. Don't hold your breath, though as it will be in quite some time in the future as we would like to finish other things in the game first.

2. No. But you could probably implement it in scripts by cheching what kind of ship you have when mining and displaying a message like "You can't mine with that hull".

3. I am not entirely sure what you mean, but if you mean adding an extra device slot then no, since device slots are an inherent property of the hull.

4. Yes, you can change all XP rages in the scripts. Along with many more things.
#949
Game discussion / Re: Join Fanatics?
August 02, 2014, 10:17:43 PM
Quote from: Tibarn on August 02, 2014, 11:23:17 AM
Having trouble finding a way to join fanatics, their planets wont let me land and its pretty much it
That's the thing. You have to find a way! :)
Hint: try asking people from different factions about fanatics and how to join them.
#950
That's the problem. If we simply change controls to make your ship just follow the mouse it will really turn all the work we've put in combat system so far into a mindless shooter like countless other casual space games... I really wish we can think of something better than just that.
I think we will have to do it at some point anyway though, if we want to implement controller support, but... I really think it is just a matter of practice and if you spend couple of hours playing you will have a feel for the control scheme that we implemented and you will understand why we like it so much.
But again, as I mentioned above we will definitely implement it to see how it plays and then decide if it is worth putting in the game and in what way exactly.
#951
Bug reports / Re: 0.9.4 bugs - so far
August 02, 2014, 10:10:05 PM
That definitely seems like a bug. Although that is really strange as I can't imagine what could cause such behaviour. But either way when we are back in the office on monday we will investigate the issue.
One question though - when exactly does that bug appear and how?
#952
Bug reports / Re: Corrupt save game :(
August 02, 2014, 10:08:32 PM
We will get to work on monday and fix the issue with the saves as well as some other small issues reported since our Steam Greenlight launch.
As for memory leak, hm.. That's unexpected, although if that's the case then unfortunately it is beyond our control as the UI engine is developed by another studio, but they are really cool guys and always listen to all reports so I am sure they will find a solution to that as well.
#953
No worries. It's good that it is resolved now :)
#954
Ideas and suggestions / Re: Forums
August 01, 2014, 02:29:17 AM
That's what I forgot! I was trying to remember what else needed to be done this morning. Thank you for reminding me!
We actually planned to have a big button on the site leading to forums to draw more people here.
#955
Quote from: kyokei on August 01, 2014, 12:08:33 AM
The trailer really turned out cool!
Thanks :)
I have uploaded the new version of that trailer today. You can see it in the news post. The differences are very minor though, mostly small adjustments.
#956
Also, are the good were in your ship or on station?
Because you might have left them on a different station. Since all stations have separate storage.
#957
Modding info / Re: Modding the VoidExpanse
July 31, 2014, 06:10:48 AM
That's a different thing. It is projectile type. But I think he talks about the "dmg_type" property.
Either way, good explanation!
#958
Quote from: Pittyh on July 31, 2014, 04:19:45 AM
Hello, New here so my first post.
Welcome! :)

Quote from: Pittyh on July 31, 2014, 04:19:45 AM
My first thoughts after playing for 30 mins was the mouse controls
Just have an option in the menu to switch between controls.
I came from playing SPAZ (space pirates and zombies) and their controls were much more intuitive and fun.
I understand what you mean, but honestly... making the ship point towards the mouse may be easier to control, but it will take away a huge part of the fun in the game. Just play a bit more and you will get used to the control scheme. It makes combat more challenging and more fun by far. At least from our perspective. But  you have a point, and we might actually add that option in the future.

Quote from: Pittyh on July 31, 2014, 04:19:45 AM
Also maybe flying into the station docking bay will automatically dock the player?
Most likely yes. We have considered it, but just didn't have time to implement.

Quote from: Pittyh on July 31, 2014, 04:19:45 AM
One last personal preference is the station music, it sounds like elevator music lol, no offense but it's a bit light hearted, would like to see it darker.
Haha, it is a fun comparison :)
But don't worry, there will be more music for stations and each station will get it's own track.

Quote from: Pittyh on July 31, 2014, 04:19:45 AM
looking forward to playing more and more personal opinions to come.. :)
We have just released a new version, literally minutes ago. Feel free to update and let us know what you think of the update! :)
#959
Modding info / Re: Modding the VoidExpanse
July 31, 2014, 03:26:02 AM
Nothing at the moment :) We have some ideas for the future, so we decided to add it to allow for backwards compatibility.
#960
We've just released a new version.
Cross your fingers, we are really hoping that it will be the last patch for this version and it should become the stable version :)

I have updated the first post to list changes.