Jump drives are foot-soldiers.
If you want fast travel, make your gate-network - which is your troop transporter.
To keep the gates small, recharge them from your ship, use a lot of small ships recharging them before each one goes through …
You could dock a long carrier's front to a gate and...
Or basically remove the soft-cap per entity, but make a soft-cap for individual arrays?
I think any ship larger than an escape pod should have a second reactor. Any ship larger than a 2-4 person fighter (including NPCs) should have 3 reactors.
If larger reactors become more "unstable" by...
Care elaborating in a linked post for those who don't play currently?
I get annoyed by invisible orientation bugs until you place that block and constant 8 FPS even locally currently - I would appreciate a description of it
I love that too, but I would like it much more if I could program the advanced build mode to automatically use it when I want to use it.
Right now I have the choice of either making my game from scratch or waiting until SM-devs implement it (which might take another half or year).
Back in the...
!accept and !deny also work for !leaveShip.
You should prefix everything with either !trade or !id. or "!trade id". id can be 0, 1, 2, 3 …
It would help if the console replaces (newline + tab) with the most recent prefixes.
Also, when com systems get implemented, you might want to offer deals...
Another secret cheat?
StaraMade is getting worse, is it getting better too?
I really want logic that knows what you know (as long as you can define it as higher/lower than x or x%).
If I don't get this, there is much hot air around logic without much use other than 1990-computer RP or playing...
Az14el , I agree, but you speak too generally.
Armour can be detached once depleted thus buying you time to recharge power and giving you a more agile ship afterwards.
Also, Imagine strong hull in a doom-cube and then light hull put around that doom-cube to give it the shape of a well-looking...
Shields apply under-combat if they are recharging the mothership or if the mothership is under attack. Except for additionally requiring shield-capacitors or let docked ships such as mining ships on a carrier help the main ship to recover, all use have been stripped from them.
Once ago, I made...
Actually, you don't need a check here.
You need a check of "do you have enough money" to get the trust of a trade partner before the trade but still have a "not enough money" failure exception afterwards additionally.
What you need is either an atomic function "check(item, num) and take(item...
Ok, just one noob-question here (because the game is currently unplayable because I can place wedges only blindly now):
If you have a docked armour plate and it is killed not by killing all blocks but by killing it's individual structural hp, do the blocks remain as an obstacle?
The shielding...
I thought cubes are volumetric? X+Y+Depth if you hit armour from the outside.
I don't know what you want to say, so I put some math below (maybe it helps you understand my point)
Imagine you can put 4 layers armour into 1. For a doom-cube, each "side" is a pyramid from the core to the surface...
You've got a good point here: The bigger ships and cannons get, the smaller blocks get (in relation to them). Blocks decrease in relative size!
But is this not solved with structural hp? (with armor working a bit like shield capacity)
Imagine something simpler: a checker-board, 3x3 fields.
Where do you move your ship to? You can solve this with a "potential"-field.
[4-9] [3-6] [2-4] → [0-5] [0-3] [0-2]
[3-6] [2-4] [1-1] → [0-3] [0-2] [1-0]
[2-4] [1-1] [0-0] → [0-2] [1-0] [0-0]
For this example, I used negative values of...
I have nothing against adding graphical detail (but then hp of 2 wedges should be equal to the hp of one block).
But I do have something against adding more armour per space (because ships with this are 20% smaller in 3D and harder to hit).
(80%^3 = 41% volume, not 25% because other systems...
Agree. But currently the rotations of non-full blocks lag any indicator before being placed - I am not gonna try putting that into some complex shapes until this critical bug is fixed.
But as much as I like the concept, I hate the missing build-mode support for it.
It forces you to do work of a...
But what I tried to say is: If the AI is too stupid to decide the proper action itself, it should watch the player's behaviour to define it's own.
If one human yawns, others around might yawn too.
The AI as opponent should act like a bubble of space dragging and pushing on the swarm of AI...
It shouldn't make a difference.
It's better if there is a standard block type to get this kind of effect or if it doesn't work at all.
It's really hard to create more complicated shapes with this which hurts nice ship designs over min-maxed boxes … doom-cubes again?
I think Shine has a great idea how to make the UI and Game-Engine, but has no plan how an AI looks like. I think what they do is failing until they succeed.
The human mind is a pattern matching machine (maybe it's more, but is it definitively).
The AI should counteract what the player is trying...
(( Fuel: Lasts hours ))
Capacitors: Lasts minutes (that is what we have now)
Heat-Stability: Lasts seconds (as good as fuel)
Simply for that I like it (more granularity than just energy-capacity without implementing fuel).
EDIT: But I really hope that this makes RolePlay ships more balanced...
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