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Brigadon

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Everything posted by Brigadon

  1. FYI, the prospercraft server SUCKS. Starts you out with NOTHING so you get to spend at least an hour in your drone, probably more since ore apparently doesn't respawn, and the difficulty is way too high for a 'family friendly PvE server'. I built a solid 6k iron shipafter spending two hours in my stupid drone, and even with solid armor over everything I got ripped apart in less than ten seconds by a single pirate ship with one chain gun in an Iron zone. I watched 5 other people log on and log back off while I was there, pretty sure they figured out it was crap faster than me.
  2. You should [probably put that request in 'mods'
  3. Vastly better than the remake. Dirk Benedict FTW
  4. am I the only one that finds it almost impossible to find lenses to make crafted salvagers/lasers/miners?
  5. Not totally futile, but the ship classes are already pretty fairly clear based on the number of Upgrade slots they contain. Thus, a size 15 ship is obviously just a wee bit bigger than a size 7 (the biggest that can go through a gate)
  6. Martin- You going to show us a pic of that salvage laser arrangement?
  7. so, using armored plates to simulate the 'bumpy' surface on a star wars style ship, is actually very strong defensively, because those little plates break off rather than allowing the weak interiors to break and create big chunks of your ship floating off.
  8. Spaced armor? what does that mean, like when you have railings on the outside of the ship that are .5 away from the inner hull, like a cow catcher on a train or a roll cage on a jeep? Also, what do you mean by 'ablative'? spikes poking out like curb feelers so that they break off? Does that apply for all angles, such as angled side-mounted front-facing turrets, or only for something like a front slope? and for, say, a top-mounted laser, does it's 'arc' cover the whole 360 degrees horizontal by 180 degrees vertical visible? Or does it have a 180 degree 'facing'? Could you please take a screenshot of this configuration? Your explanation is a little confusing. I am very interested, however. If you cover the framework with armor, as long as the armor is touching both the intergity field structure and the pod, shouldn't the integrity field spread to the pod through the armor? Or does some vagary of the framework prevent this? I have also noted that it's easy to submerge your base block at the bottom of a 'pit' and cover the top with a thin layer of armor. When you are ready to upgrade size (or material) Area select the entire ship, then control+center click the root block to deselect it. ctrl+c to copy your ship except for the center block, then delete it... ctrl v to 'ghost' the copy, make sure you alt-select the bottom of the 'pit' and then you can change the material with the drop-down or alter the size of your ship... If you make it bigger, your root block can easily fit at the bottom of the pit where you stick it to the bottom of your root block. Just replace the armor and viola! new size/material of your ship. If you are upgrading from low-end materials, different materials have different things they can make. You may have to upgrade to a lower material first (Ogonite cannot make things like hyperwarps, and (trinium?) cannot make armor) and repeat the process to make everything that can be made out of ogonite, and then repeat again so that everything will be made of the lighter material, but the Ogonite armor will remain. A good way to make a hard shell that doesn't behave like a slug. the 'plus' side though is that sometimes materials are lost in translation a little bit, so the in-between state can be tiny... just flop a little 2x2x2 copy of the 'in between' state on top of your root block, copy it and delete it again, and then rescale it for your 'full sized' ship of the new materials! Oh, and do NOT forget to remove all upgrades/turrets before you start, or they will go flying around for a while... and if you don't want all your crew to die, you have to do it QUICKLY.
  9. actually, decent-sized side antennae seem to work well for me... sidling alongside a dock is easy as pie without messing up your targetting ranges.
  10. with the 'salvage command' mod, a fleet is pretty good at cleaning up your sector after you defeat a pirate or alien invasion, too.
  11. actually, you could classify dreadnaughts, if you like, as a ship that has a primary, or spinal-mount, weapon. I wouldn't really call it a size class, though... more like a design philosophy. You could certainly take advantage of the design idea, though, with setting up centerline non-tracking turrets... especially with something that has a low tracking speed and high burst, like a cannon. a dreadnaught would likely have more burst firepower than a battleship, but would actually be a bit smaller and a lot more maneuverable, in order to take advantage of the lack of tracking and burst capabilities of it's centerline weapons. So in a way, it's size is more likely to be smaller than a battleship. I personally find the dreadnaught playstyle... a set of centerline cannons for potshotting and stripping shields, and a bunch of 'external' automated chainguns for picking off fighters and stragglers, to be an extremely coherent and enjoyable playstyle.
  12. Is there any possibility someone could add tooltips for Cargo items? Specifically, "Used In Production" for those that are used to create turrets, and 'Purchased by' to show what factories and stations purchase the Cargo in question? If you need, I would be happy to do the typing gruntwork (although much of it already exists in the wiki) If necessary? I have tried to do it myself, but my coding is abysmal. It would be especially helpful if your trading mods could give you an 'eye' in your cargo bay to click and find out where to sell the items you recover (within the maximum locations provided by the trading mods, of course), but that might be too much to ask...
  13. Nope, after installing move asteroid, still not working. need the logs again? I have... umm... grr. Transferconvenient detailed turret tooltips Salvage command dockbuilding Gamblingmod I was trying to avoid anything that used the same lua files.
  14. well, prior to that it was telling me I HAD to update to 09_6c so I just updated. wasn't really paying much attention, I just wanted the game to work, and I just woke up :)
  15. Server Log: (edited for privacy) client log: Frankly, it doesn't seem to show much except that there is a file mismatch. It happened with the 9.6c version as well, before I updated, even though I was using exactly the same version last night and it did not do that.
  16. No. That's why i said 'In singleplayer'.
  17. In the singleplayer version it keeps flashing and looking for something and not starting up. it says " 09_7 not installed, oosp not starting' or something like that and keeps beeping at me. It's very irritating. If it's going to fail, I wish it would just let me know it failed and stop beeping at me.
  18. smaller, faster, and more maneuverable ships can often rotate quicker than turrets can track (especially salvagers and miners) so I will often put guns on fast ships onto a direct fire block in order to ignore the tracking speed issue. This works especially well for designated mining ships with large blocks of mining lasers
  19. Well, sure you can, but a rename galaxy button is a shortcut and for people who don't want to leave the game to track down files. QOL and game polish.
  20. It would be kinda nice to have a rename Galaxy button, if you accidentally forgot to change the Galaxy name at first from 'defaultgalaxy'
  21. Look, I completely understand where you are coming from, but I just think that the idea of tying it all into your energy bar is a poor idea, especially tying it into your ability to Jump. If the idea didn't include jumping, I might be able to understand or get behind it, but the idea of actually encouraging ambush mechanics leaves me utterly cold, because the same sort of 'stunlock' mechanics are what ruins most games... stunlock is, and will always be, a completely metagame concept to punish those who cannot defend against them. Even if you cloak it in psuedoscience and semilogic, it still comes down to a metagame mechanic. A mechanic that is ESPECIALLY punishing when you consider how ridiculously difficult it is to replace large crews, and that the people most likely to be punished by these mechanics are people who really cannot afford to easily replace their ship... sure, insurance exists, but pre-avorion, losing capital amounts of materials, all of your hard-won, researched, and turret factory weapons, and basically getting reset to starter sector with nothing but a lump of cash can be BRUTAL. Anything that lowers the amount of time to realize that you are screwed, and anything that prevents you from escaping when you DO realize you are hosed, is basically a huge newbie-breaker. I love this game, and the business model clearly looks like it's aimed at new players... thus, anything that discourages newbies is going to directly impact the popularity of the game. Do I think there should be 'zones' where the NPC enemies are directly impacted by the size of your ship, and thus vastly harder than current endgame enemies? Absolutely. Do I like the idea of improving enemy AI? Without question. Do I think there should be a way to balance it so every endgame ship is not gigantic, hyper-fast, impossibly well armed, indestructible, and as agile as a butterfly? Of course. But anything that impacts your ability to realize you screwed up and get the hell out of dodge is, in my opinion, a poor design decision.
  22. I thought that there was only one, single developer? Adding regular roadmap and updates can be a heck of an extra job to someone that's already blowing all his free time developing the game. Although, to be honest, there are over 4000 members on the forums... when you consider probably twice as many people who bought the game, it might be time for him to hire another person.
  23. wait, did you assume I was calling YOU an autistic nerd? No, I was simply referencing the fact that in games of this sort, there are always munchkin minimaxers. You cannot escape them. and to play against them, or even in competition with them, you eventually have to adopt their 'optimization'. This problem was one of the biggest things that eventually turned me off of starmade... there were 'perfect' builds, and anything outside of that build was either 'art' or 'suck'.
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