Criss if you can't fully power your ship's systems in ships under 200m on an axis you're doing something wrong. XD
That said what are the requirements for each of the rolls?
Like what's needed for a factory station to be a working factory station, or a mining station to be a working mining...
So much this. The devs can't wait for us to say something and if we don't say anything how are they suppose to know something is wrong they missed?
If you are such hot stuff why don't you send a job application in to them and help them out from the inside instead of being an eternal ass from...
Try to keep in mind if you just mindlessly slap the parts to a car together you want but not enough of the ones you need you end up with a useless blob of parts that can't do squat. It's the same way with game development. If you try to rush or make the end result you'll end up dead in the...
lol the Tiger Lily nuked that world. XD
Meanwhile the best I've seen is something to that effect. Basically me and someone else were testing an experimental missile turret, needless to say going for number of shots over damage didn't end well for the turret but it did provide a nice view...
This and make sure NPC Fleets don't chart paths through the burn radius or at least try to jump past it if able.
Yep scan for it and have it displayed on the map. :)
This is where having a mix of easy to build stations and ships as well as hard to build ones comes in handy. That said from what I've seen a single coordinated attack can cause them to bait from an area because they run a territory out of resources throwing ships at someone long before they run...
This is where having a menu like the catalog manager for this would come in handy. Rather than be in the playing space of the game having it accessible from the mainmenu instead like it is. :)
Also I'm thinking the different station/ship categories should have checkboxes by them rather than be...
Could we get a little more explanation on the different classifications. Since it seems there are some redundant ones under the station saves. Like Shopping and Trade, to me that's the same thing, also Factory and Mining stations seem like they'd be the same as well since most players would have...
I've been noticing I haven't been able to trade with them but they can trade with me and if I have enough blocks in my shops I can get rich fast. Planning on filling a whole system with shops just to watch the game break. :) Got over a billion credits from one shop with it having been filled...
Anyone else noticing a massive lag spike any time the other factions trade with you?
Also noticing that the other factions buy and sell prices are rarely set in the shop menu when accessed through the trade menu. >_>
Just wondering since there seems to be several systems of code going on here for that, how do you add the other tools to the starting inventory? I know some have sub IDs and for others it seems to be just strait up name them in the tags but how do I tell what to use and when for them?
I know the config is under /data/npcFactions although I have no idea what each part of the different values do. Can't tell if positive or negative is good or bad and what the numbers are going to do yet. >_> Guess I'll just screw with the numbers until the game tells me to F Off. :-P
I've seen peace offers but outside friendly fire cases I haven't seen any wars between the NPC Factions come up. Same thing with alliances. Now Declaring war only seems to happen on the player when they get the bright idea to fire on them.
For a human player it's just organization at the moment but it comes into play for the AI factions more than us currently so the AI has at least some clue what to use it for.
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