Gauntlet03

Gauntlet03

Joined Member # 847148
89 Posts 1,666 Replies 2,484 Reputation

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

19 Replies 139,061 Views

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.

32 Replies 280,298 Views

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.

32 Replies 280,298 Views

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

74 Replies 298,176 Views

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

32 Replies 280,298 Views

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

1,416 Replies 4,489,797 Views

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

1,416 Replies 4,489,797 Views

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

1,416 Replies 4,489,797 Views

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

1,416 Replies 4,489,797 Views

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

1,416 Replies 4,489,797 Views

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

1,416 Replies 4,489,797 Views

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.

5 Replies 9,952 Views

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

1,416 Replies 4,489,797 Views

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.

1,416 Replies 4,489,797 Views

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?

5 Replies 9,952 Views

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

1,416 Replies 4,489,797 Views

[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

113 Replies 136,742 Views