I don't see what is so mysterious... misspellings and grammar are: A) Not what they would be passionate about by default (they are programmers/designers/etc. I doubt many of them are passionate writers/editors) B.) Not going to be noticed much by the majority of customers. C) Polishing GRAMMAR produces 0$ for the company. D) Does not significantly impact gameplay. While it would be nice to see some cleanup, it is hard to make
Gauntlet03
Sorry, let me be more clear... I'm saying it should be completely abstracted from position/placement... this would open up the opportunity to separate "ship design" in terms of ship components... from "model design" (aesthetics/physical pieces). A "basic" designer could then exist which doesn't allow "modelling" but would be far more simplistic for a new player. To me... its wholly unnecessary, but I was thinking of how to address other's comments above.
Best thing they could do for the designer is remove the requirement to physically place ship components... they should be "invisible" items on a ship that you just add to a list. This would make it much faster to design a ship since it would not require selecting a hardpoint, sizing, etc.
Unfortunately, I've come to the opposite conclusion... whilst its possible we will get the roles sorted out one day (or just plain removed) I highly doubt we will ever see anything really interesting done with combat mechanics... I think it just isn't something SD is passionate about and they have been careful not to encourage us regarding combat mechanics. To be fair... they have limited time and resources and they may well be right to consider politics and other elements to be a bet
So the new update sounds good and I look forward to it, and of course the upcoming expansion. I think it is interesting that you mention diplomacy and various mitigation that you are currently not showing the player... Why is it interesting to me? Because it relates to yours (and others) recent commentary regarding UI and "ease of intro" for the new player. Here is my short list of what is really hurting GC in terms of being a approachable game. Zero Docum
A little bookkeeping... I'm mostly done with the anomalies... a couple of questions: 1) Currently I only have one anomaly that awards a ship (survey ship)... should I bring back the others? I'm thinking yes, just haven't gotten to it. 2) The Precursor Anomalies... I find them just too overpowered, and I don't particularly fill like filling the GRM universe with them. In GRM while there are ancient long lost races, some of a good tech level, there is nothing like the pr
I've been play testing a bit this morning. Basically you may have to pay attention to your survey strategy. Since you can identify the anomaly visually, you'll know the ones that really cost you money. I ended up not rushing anything but a shipyard, running 3 survey ships, colonizing and grabbing constructors... I built up a few bombers, joined a survey ship, and hunted a few graveyards to help fund things as the other surveys spent money on encounters or I directed them to avoid the
I'll definitely look into it... I want to wrap up my work on the anomalies first, but then it may be a good idea for me to review all the Mercs anyhow for February's work/release. So in other news... here is some more progress. Note the new screen for anomalies, and several rewards now randomly award a batch of resources but also randomly cost credits. In this example, I'd consider myself very well paid for my 409 credits! <img src="https://steamu
2 it is! Currently there are three categories: 1) Salvage: These are pretty typical, they include upgrades to the fleet that surveys them, random credits, occasional small bits of research. 2) Graveyards: Always a fight, (these are far more varied than default), usually a big payoff of resources, credits, or ships. 3) Encounters: Unique, rarely a fight (but sometimes), and have some of the best payoffs... such as citizens, rare resources (like Helios Ore or suc
So here is a question... for the anomaly mod... Do I? 1) Add all my events etc. as new anomalies, this maximizes compatibility, but means the new anomalies compete with all the standard ones. Immersion gets reduced and this is the most difficult to balance weighting. 2) Add all new anomalies to new groups with anomalies that fairly replicate a lot of the old ones, then set the old anomaly groups (Capsules, Artifacts, etc.) to a weight of 0. Which means you get none of
Hey there! 1) Thanks for the files, I looked it over, looks like aside from GlobalDefs I'm good! 2) Yes its possible to make Mercs that do that. Are you saying you want me to add some to GRM?
Well the reality is that they don't expect that behavior (or so I believe). I think if they intended some sort of continuing pop transfer it'd be a project of sorts.
Well I'm not able to open that file on my phone, so I'll have to wait until the weekend. But in general what I need is a list of what files they've edited.
For those wondering GRM is seemingly compatible with the latest opt-in version, of 2.8. Only thing is that GRM still enables a colony ship to be loaded with less than 1 population. This will be rectified in the next version, but as of now seems too minor to both with a patch or such. Please let me know if other discrepancies are found between GRM and Opt-In 2.8 Thanks
Ahhh excellent! Thank you! Found and fixed for next version!
Haha no I don't suppose so.
So with about 20 entries in a group... and setting 5 items to "4" and 10 items to "3" and 5 items to "2" You see 0 of the 2s... a fairly even amount of 3s and 4s seemingly. Hrmf.
Welp. I'm over 20 Unique "art" add-ons for Anomalies now! Granted, a lot of them are existing material, or existing material re-done as destroyed or drifting ships... but there are some truly new models, like that Drug Store, the Cryopod, and now the Zrerakkan Dream-Core and the Space Snails! <img s
I'm particularly fond of the new "Drug Store" event. You gain a couple resources and a Celebrity from it :) Though the crew suffers from a hangover (-20 XP) Oh and also I added a few combat related encounters... Dread Pirate, Tothk Ronin, and Veygar Raiders... they are not for the faint of heart.
<img src="https://steamuserimages-a.akamaihd.net/ugc/929298050726530783/DD5808C70B70247CEE5B3B2C4B8A4B14EEA78D11/" alt="" width="1000" height="625" /
I've been attached by pirate surveys but I haven't seen them scooping up anomalies. Which is a little bit sad... But I'm not be likely to try and fix it just yet.
Anyone have a really good and precise handle on the weight factor for anomalies? Each group has a weight and then each event has a weight factor... I assume... Group 1: Weight 10 = 10% of Anomalies OF Group 1: Event 1 = Weight 10 = 10% of Group 1. 10% of 10% = 1 BUT If only 2 groups and each at Weight 10, than that Weight is EFFECTIVELY 50%. Is this correct?
[quote who="Franky999" reply="861" id="3700227"] Why is the pirate colony ship not colonizing ? http://steamcommunity.com/profiles/76561197960467736/screenshots/?appid=0 [/quote] Lately StarDock mentioned changing the Pirate AI to be more aggress
Novari Migrants (A good, bad, and neutral version... you don't get a choice, but you get a small amount of ideology). Fulgar Salvage (Negative credits, but gives resources) Pirate Salvage (Gives resources, but costs the ship HP) Abandoned Aquilaran Science Lab (Gives research) Added Abandoned Freighter (Gives some rare resources, like pollen/etc.) The Battle of Naruun (Ancient battlesite between Tothk and Ukaros, gi
[quote who="Dekirts" reply="107" id="3700137"] Congratulations. This is probably the best mod in the game. It changes the whole way the game in played. Instead of working on these very obvious paths to improvement and always selecting the proper events to push you forward on this path you cannot actually play the game for the improvements you need now. I think that Stardock needs to add something just like this into the game. This is probably the match t