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MrVorgra

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Posts posted by MrVorgra

  1. hahaha, 45 mil credits every 3 hours... welp, thats more money than I made in my entire playthrough so far :D

     

    Try trading, just wander around with the trade system from sector to sector, sooner or later you'll find a place that makes some ludicrous profits.

  2. Ive been working on a halo esk ring in singleplayer, albeit its only about 2km diameter so its a METRIC SHIT TONNE load smaller, but Ive only managed to get enough resources to build a quarter of it, and that's just the basic shell shape, it already requires about 500 crew per 1/4 of the shell, and costs about 1million per hour on crew, about 250k material to build the quarter shell, so its taking its time.

     

    I intend for it to be get around only via jumping through hyperspace, and mainly as a distraction for the enemy AI factions, Beyond that with only 100 possible fighters per craft, and the limited number of weapons one can fit on this I doubt it'll be anything offensive.

     

    Also have you tried swatting enemies out of the (was gonna say sky but....) space, its hilarious, bit of pain in the arse to pull off.

  3. I love that warship! Still got that intimidating look to it ;D

     

    I love it, I feel menacing with 5 cannons that fire all barrels at once, has some serious kick to it.

     

    Alright, thanks Vorgra,  Personally, the Hangars are not an issue to me, I never play with drones. Mainly, because none of the hangars works on my ships.

     

    It'll be up in 2 hours, yeah I'm a fan of the fighters, but on this lil sucker I've decided to forgo the hanger (in my gameplay) with more hyperspace core.

  4. This occurs regardless of hanger size.

     

    This occurs regardless of the Shape of the hanger.

     

    This occurs regardless of wether they need to thread the needle or not.

     

    So long as anything exceeds the Clear entry path of the hanger the fighters will not enter, nor even attempt to land, they will simply taxi in circles non-stop.

     

    6lif70Hl.jpg

     

    Different ship, massive entry point, no possible object preventing entry or causing issues of "threading the needle"

    Bar on-top exceeds clear path of hanger, no hangers on that axis work now.

     

    X6O2FLPl.jpg

     

    Very long hanger, relatively speaking this hanger has a very long clear path, although I failed to show that in the picture, the bar a-top also exceeds this clear path, consequently and once again the fighters simply taxi around in circles and will not attempt to land.

     

    WgGakzal.jpg

     

    I have relocated the bar to ensure there is nothing obscuring the entry to the hangers, as you can see all fighters are ordered to return.

     

    rmUhXp9l.jpg

     

    Here you can see how far the clear path expands, still the fighters won't return.

     

     

  5. After obtaining control of a fighter you can dock with the station and safely purchase:

     

    • Weapons
    • System Upgrades

     

    I am unsure about:

     

    • Fighters I assume not due to fighters having no hangers
    • Cargo I assume not due to fighters having no cargo
    • Crew The crew are assigned to the fighter, I don't know if they are transferred to the parent ship when the fighter docks

     

    This is great for those with big lumbering ships and all you want is that gun or system.

     

    If you are unaware you can pilot fighters, you can also manually dock fighters.

  6. If the Hanger "Clear Path" outline does not protrude beyond the relative axis' greatest extent then the fighters won't return to the hanger

     

    SNffDVYh.jpg

     

    As you can see in the above image the Clear path does not exceed beyond the greatest extent of the ship on its corresponding axis.

     

    46uNDQah.jpg

     

    As seen here I have removed the bottom half of the "tail" to verify this wasn't the cause of the Fighters not returning to the hanger, as you cans see the fighters are still hanging around the back of the vessel.

     

    GpE6OmFh.jpg

     

    In this photograph I have removed the tail that exceeds beyond the extent of the "clear path" of the hanger, and immediately the fighters all rushed to dock.

     

    jDyzjaDh.jpg

     

    I added another hanger to test this bug, As you can see the fighters are returning to the hanger which is unlike the first hanger I have been mentioning and has a clear path with nothing extending beyond this clear path axis.

     

    1sl2Mhyh.jpg

     

    Now that I had confirmed the new hanger worked outright, I added a bar extending beyond the "clear path" of the hanger on one side.

     

    bqGKXlJ.jpg

     

    As you can see A single fighter is returning to the hanger as expected on the side of the hanger that has no purple bar.

     

    vBTpCT1.jpg

     

    In this picture you are able to observe that the fighters are not returning to the hanger on the side with the purple bar.

     

     

     

    I believe that confirms my observations.

     

    Now I don't know how often people do or will build things beyond the extent of this "clear path" however I can see this hindering many of the Randomly Generated vessels.

     

  7. There seems to be no way to rename a player station, It seems as though they are automatically chosen as Craft 1, Craft 2... and so on.

     

    Okay, I just noticed the Station name is accurately chosen, however weather its just a bug or not, I have the number of Craft #, corresponding with the number of stations in that sector, however it definitely aren't any craft in this sector with those names.

     

     

  8. An indication when a Escorting/Accompanying vessel is ready and Capable of jumping to chosen coordinates.

     

    A bar in the entity target box of your own vessels indicating Jump Drive charge.

     

    A Colored bar when the Jump-drive is charging, just like on the main play UI.

    Have the bar Flash green when the Jump-drive is charged and capable of jumping to selected coordinates.

    Have the bar Flash Red when the Jump-drive is incapable of jumping to the selected coordinates.

     

    This would greatly assist in jumping fleets of vessels.

  9. The meta of higher difficulties does sound interesting, but the constant alien spawns on the player and the inability of the factions to defend against them make me a little apprehensive on the prospect. The current system in my creative universe that I use for ship design is already nothing but a roving band of 30+ alien ships.

     

    Pretty much the same for me, the prevalence of Pirates and few security vessels is problematic, and due to the randomization you can't be sure those ships of faction xyz can adequately defeat pirates while also fighting off the near endless hordes of Xsotan ships, And if you decide to fight off those same Pirates you also have to fight off the Xsotan.

     

    Now if fleet control was improved and various fleet commands where implemented and automatic trading was possible it would great, I could set up a trading empire, while staying neutral and safe and constantly fleeing from every threat, then I could afford a large fleet to constantly protect me and sectors/ships/stations of value.

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