You may have placed a component that is locked by a tech age, so the game is not showing it because it is missing a prerequisite. If you have this problem while progressing up the tech tree normally, please let us know.
mormegil
You will be able to save as a Template, if you are just working on Cosmetics, we should be able to let you overwrite those without messing with existing ships, (I will have sure.) The Ship view, on the Planets is going away, as Starports will soon be their own on map object, and have their own screen. That screen will support all the Post Possessor goodness.
We plan to let you export your ships to a 3D printable format, this proves to have a few more challenges than we would like, but it is a planned feature. We already got a 3D Printer so we can test it, in house. So i for one am very excited about it. :)
Though i cant approve of the title of the post. ;)
Ha.[quote]Again, no fun was had playing with the Alpha. None whatsoever.[/quote] I can tell. ;)
There is an issue with offsets, and rotation at the moment were, parts will orient to the Part and not the world, this might be causing some of your problems. In the next build we will have a visual gizmo that should make XYZ much easier to visualize. Part and module scaling will be heavily adjusted, by the artiest before Beta. As for the rest, most of these issues fall into our list for current tasks, lots of UI cleanup, and optimization in the works. <br /
[quote who="parrottmath" reply="5" id="3465483"]The other bit about the proportional scaling is mostly to scale proportionally from the users presets vs. the original object definitions preset.[/quote] This is part of the problem i mentioned above, this has been fixed in the local build but it is part of Larger changes that will be coming in Beta. We will have to play with different ways to let the player control modules available, in the "standalone" ship designer
There will be more variation to weapons in GC3, in the beta we will be introducing weapons augments. Which should adress most of these issues. More details to come.
Thanks for the Feedback. In the Next Build you will be able to “break” symmetry, so if you has something symmetrical and you want to add something that is not to it, you will be able to do that. You will also be able to take a symmetrical and create a combined object that can be treated like any other part. The Proportional scaling has seve
This is an interesting idea, it should be possible to make it grow, vertically without any changes for causal designers, as most template ships should not be more than 5-10 parts. I will look into as we update the New UI.
This is a know issue with the clipping pain, fighting with the scaling, we will be fixing it ASAP. Nice ship by the way.
We have to be careful with overwriting ships, in case they still exist out on the map, but we will try and accommodate. By the way Awesome ship, would love to see some of these get posted over on Steam.
Would love to see a screenshot.
First off, as said above, hardpoints are for quick ship building. Offsets are for people who want to be precise in placement. Or want to move a part once it has been placed. In addition placing a part holding control can be kind of tricky, because the nature of 3D, and they are placed on the 0 axis plain, so you cant easily drop a part on the top of a ship for example. Hope this helps.
Thanks, we will get those fixed.
We will have the ability to toggle hardpoints on or off regardless.
[quote who="parrottmath" reply="15" id="3465076"]When you redo the hardpoints - will use users be able to add hardpoints to some of the pieces if we really want to have a piece on a hardpoint at this particular spot.[/quote] We may add this ability, in the future, if needed. We want to see how well the new hard points work, before we decide if it is required.
Thanks for the feedback. - The part flipping on the main map, and should be fixed in the next build. - The Design palettes are being redesigned quite a bit but we will try and make sure they are easier to hit. This will also be addressed when the multiple UI sizes are in. There is also a bug were the sliders and wheels lose focus, so you should be hitting them but you're
[quote who="Nukar" reply="12" id="3465047"]Cant you just drop hardpoints all together and make it possible to connect at any point? Maybe set a minimim surface of contact and/ or maximum distance from base module.[/quote] We have tried this, but it creates conditional problems, placement than has to be based on the normal of the Vert, so you end up with parts rocking backward that you want going strait out, etc. It is hard to visualize, but it makes for a very uncomfortable e
I addressed some of these issues in a post on another thread, pleas check it out. https://forums.galciv3.com/454019/page/1/#3465008 The reason we have hard points is so people can quickly design ships, as noted this is currently not working well, and is getting fixed, however getting rid of them entirely would make it difficult for players to quickly design a ship that look purposeful. <br
Good stuff here, I did address many of these issues in the Twitch, but let me really quick mention of issues we are already fixing. 1. Harpoits, this is the number one issue we are all fighting, we tried to be clever and have them generated dynamically. (lets just way we learned a lesson, and move on ;), The artist are currently going through and manually placing the hard point, and so all these issues sho
All good stuff, i will say most of these issues are already being addressed, and will be in the beta.
I will say that if we do are job right, exploration and expansion should be enough of a game to be fun for players who enjoy it. I would be open to a game play mode that supports this, but it is not currently in the design. It could be a cool DLC?
The AI will not just be copying from players, it will be learning from them. Brad is very concerned that the AI be the best AI yet, so we will adjust as needed.
his sceenname is Mormegil ;)