Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - loudent

Pages: [1] 2 3 ... 10
Game discussion / Re: Does the gentleman skill aslo affect job xp/gold
« on: March 15, 2017, 11:14:39 pm »

Game discussion / Does the gentleman skill aslo affect job xp/gold
« on: March 15, 2017, 06:52:52 pm »
It wasn't clear and a quick test I did was inconclusive so I figured I'd just ask: Does the gentleman skill affect the job xp/gold (From the station commanders)

Ideas and suggestions / Re: Couple of thoughts.
« on: January 20, 2017, 11:06:53 am »
Oh, and the ability to move construction without having to rebuild from scratch and the ability to deconstruct where we can get at least partial resources back.

Ideas and suggestions / Re: Couple of thoughts.
« on: January 20, 2017, 10:58:28 am »
One other thing. It would be nice if you had at least 2 avatars, one male and one female.

Ideas and suggestions / Couple of thoughts.
« on: January 20, 2017, 10:58:05 am »
Some thoughts from me and my daughter. Some might be intended and some might already be known:

- It would be nice if you could go in at least shallow water.

- It seams you can't destroy wood floors.

- maybe have a confirmation dialog before placing resource expensive construction

- Most resource nodes give you resources during the harvesting process but trees have to be cut down entirely

- Fog of war clear should persist through log-out

- Time indexes or something like that should be on the chat window so you can tell if a chat is old.

- In the crafting UI when choosing the number of resources to use you can specify (either with the +  button or typing it in) more than what you have. It turns red and disables the craft button but it should just not let you.

General Discussions / Re: A Socratic View on Gamedevelopment
« on: January 18, 2017, 02:49:13 pm »

How do gamers today keep afloat in the ocean of perceived great games, without drowning, losing their
integrity, wasting time and money and more importantly, commitment to The Next Big Thing?

Well, I've certainly wasted money before but mostly I keep "afloat" by sticking to devs with proven track records, games that have strong modding support and (*this is key!*) "Let's Play/Try" videos on youtube. Usually the you tubers get an advance copy so you have ample chance to see how the games plays before you buy

That's how I originally discovered Void Expanse. I had no idea it existed until someone did a small series on it

Modding info / Re: Modding
« on: January 18, 2017, 11:19:28 am »
Actually it is a priority! As I mentioned before we have exactly the same tools and API available to us as to modders!

Yes of course. What I meant is that getting modding tools into the hands of the community wasn't a priority (as Weill it shouldn't be).


Modding info / Re: Modding
« on: January 17, 2017, 01:06:05 pm »
I know that modding isn't a priority right now but just some ideas for thought for down the line:

It would be cool if there was some mechanism where you can "link" privately run servers together (a portal that packages up character info and sends it to another server then logs you in there). It would be interesting to have a sprawling multi-server world each with its own flair but adhering to a core set of principles.

Game discussion / Re: World editor
« on: January 17, 2017, 01:04:41 pm »
Very Nice!

I look forward to eventually getting my hands on it!

Game discussion / Re: How did Void Expanse do over all?
« on: January 16, 2017, 12:32:34 am »
Sorry, didn't mean to dreg up old water.

Game discussion / How did Void Expanse do over all?
« on: January 15, 2017, 03:05:00 pm »
I recall at the time that sales of VE were not "robust" but I watched a youtube video about an indie game dev called "How to survive in Gamedev for Eleven Years Without a Hit" ( ). In his presentation he showed that for a lot of his games they made most of their money beyond the first year. While they weren't a "hit" at release then created a small revenue stream that combined with his other games create a relatively lucrative results.

It got me thinking about Void Expanse. There's still some chatter about the game and I heard whispers of an update. Just got me wondering if there's still life in this one and if, over time, it's become a success (well I consider it a success but I don't have a business degree)

Mods / Re: MOD: Jettison Cargo on Death
« on: February 20, 2016, 09:37:16 am »
This sounds awesome. Perfect for the server I'm planning to set up. A PVP server with eve style difficulty. (Ship destroyed on death and all items in cargo destroyed (in this case jettisoned) and a small "re-spawn" fee. You mention it copies the items. Will this work if the ship is set to be destroyed on death?

Should work fine.

General Discussions / Still getting updates?
« on: January 22, 2016, 03:55:25 pm »
I thought the devs had moved on to a new game (Dinocide! will check it out after I post), but it appears that VoidExpanse is still getting updates!

Has there been a spark of sales or interest? I only found out because one of my mod broke and someone posted a request for a fix.

Glad to see that it's still being played. The game is really an hidden gem (that I wish wasn't quite so hidden :( )

Game discussion / Re: Low replay value... (among other things.)
« on: July 11, 2015, 07:58:03 pm »
Honestly, I consider VE a bargain. Even if one agrees with all the OP points it's still a bargain. Before the added in all the new stuff I had 70 hours of gameplay in. 70 hours for just over $10. Less than a dime per hour. Where else can you get that kind of return on your entertainment dollar?


they've a bunch of new things recently. More of everything that we've been asking for. They've been extremely responsive and I'm back in having fun. Even put a few hours into MP (although I was alone).

Bug reports / Re: ships with -100 manuvrability is game breaking
« on: July 11, 2015, 07:48:54 pm »
If you have 1 apple, that's 100% of apple.
If i take away from you 100% apple, you have -100% apple, or better said, no apple.
That sounds perfectly logical to me.


There is nothing gamebreaking at all involved.

But it is. There is only one savegame if you happen to not be paying attention and get yourself to -100% maneuverability then that game is essentially lost. you cannot return to station to remove the items that bring you to -100%

As i see it, the developers of a game can not to be made responsible for effects
that result from combining modifications that on their own work perfect.

I'm not saying that it is their fault. However, this has happened and now that players game is unable to be played at all. Anyone with technical know-how could probably edit the mod to remove the maneuver penalty and hope that fixes it enough to get back into the station but for the general player that may not be so simple

If someone uses a mod-combination that renders his or her game unplayable...
well... That's kinda dumb, i'll say.

Anyone is capable of making a mistake. Sometimes you just don't pay attention. I only brought this up because someone had reported on one of my mods that their game was unplayable.

Much more important though, it is NOT to be blamed on the developers and
i find it very weird that this turns up here in bugreports. Because it aint a bug,
it's  wrong usage of mods by a user.

I didn't blame them, however I put it in bug reports because they're the only ones that can fix the problem for users that run into this.

Pages: [1] 2 3 ... 10