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Post by brentaur on Nov 15, 2018 19:50:35 GMT -5
LOVE Pottymouth!
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Post by brentaur on Nov 15, 2018 12:49:21 GMT -5
Yay!!! So happy it's on the list!
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Post by brentaur on Nov 15, 2018 12:47:22 GMT -5
They're my favorite band ever. One of the other songs from their newest album is essentially just a recipe for crab cakes!
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Post by brentaur on Nov 15, 2018 12:16:36 GMT -5
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Post by brentaur on Nov 15, 2018 12:09:05 GMT -5
Dang. Ill see if i can fix it.
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Post by brentaur on Nov 15, 2018 10:16:35 GMT -5
Don't get me wrong, I think Peter Venne did a fantastic job on the soundtrack. But if I'm honest this is what I hear in my head every time I settle in, plot a course for the next system, andp punch it: youtu.be/rZ9GSFZZY6c
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Post by brentaur on Nov 15, 2018 10:04:33 GMT -5
Team player:in crew combat only, -1 init., +1 init. (Or maybe +10% all accuracy?) To all other crew members.
Alternate name: codependent.
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Post by brentaur on Nov 15, 2018 0:44:46 GMT -5
I am a sucker for customization of all kinds. I love all of the options SF2 already has, and I'm hoping that there will be even more added as development continues (ship names and paint jobs would be so cool!).
I spend a lot of time at the beginning of a new game renaming and remodeling my crew and picking starting talents. The save slot option means I can start a game and save all those little changes right at the beginning so that I can reuse that setup if my game goes wrong or if I want to try a different approach. I actually rarely save beyond the first 6 months and for most games I only have that one initial save at the very beginning.
I would LOVE to see an option for a single save slot for games with permadeath enabled, provided you save within the first week or something. I don't think it takes anything away from the roguelike-like spirit of a Star Traders game where you can be doing great one minute and then within moments you and your crew are space dust. I don't mind suddenly dying and having to start a new run, but it sure would be great if I didn't have to repeat all of my silly customization fiddling in the process.
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Post by brentaur on Nov 4, 2018 12:29:36 GMT -5
Feedback on v2.4.21 via hockeyapp on my Samsung s9+: the sizes of text and windows changed pretty drastically and some issues have come along with that. Some windows are cut off and it's not possible to scroll to access buttons. For instance to sell a ship in dry dock. In crew combat characters' heads are at the very top of the screen and you can't see the icons for buffs/debuffs.
As far as the new interface changes (the 'links' drawer on the left, the icon only notice scroll on the right), I'm not a fan yet, although in the end I may end up appreciating the effort to keep things tidy on a small screen once I'm more used to it.
Thanks for all your hard work!
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Post by brentaur on Oct 12, 2018 16:03:01 GMT -5
Thank you so much for the speedy mobile fix! Everything works and looks even better than it did before on my s9+!
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Post by brentaur on Oct 11, 2018 1:11:06 GMT -5
This is why you guys are the best devs out there. Thank you for all of your hard work!
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Post by brentaur on Oct 10, 2018 13:41:50 GMT -5
I'm not 100% sure what "ignore low UI % scaling on smaller screens" means, but the text, buttons, and everything else are suddenly MUCH bigger on my Galaxy S9+. Too big even. The UI controls now dominate the screen area, leaving far less screen area available for the normal map view (though pinch zoom helps). (Edit: Actually, in a lot of places some UI elements are blocked or obscured by other pieces of the UI.) On the full body crew member pages the crew are now giants, with their heads cut off by the top boundary of the screen. I love the relentless audacity of the pace of your updates, and am psyched for the new content in this one, but maybe a compromise on the change to scaling is a good idea? Thank you for the amazing games!
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Post by brentaur on Sept 30, 2018 16:33:11 GMT -5
After many failed attempts using heavier hulls and swinging for the fences I finally got this one by following a method detailed in this Steam thread: steamcommunity.com/app/335620/discussions/0/2727382174641426877/Many thanks to Gilmoy for pioneering the Juror boarding assault strategy! I was able to nail this unlock on my first attempt following Gilmoy's approach, though I also caught a lucky break with a "merchant fleet" rumor in my home quadrant. I also just want to bask in the joy of having such a rich, complex game to play around in. There are so many different ways to play STF, and none of them feel tacked on or forced. I learned a couple of really crucial lessons about making the most of ship skill pools and when to compromise on my personal style of play in order to achieve a specific goal. I'm chuffed to once again be able to fly the void in my favorite ship. More importantly, I'm newly grateful for the depth of possibilities STF provides. I agree with the philosophy of the unlocks system that pushes players to learn more about the game and try out gameplay styles beyond their comfort zones.
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Post by brentaur on Sept 17, 2018 21:17:22 GMT -5
After trying several variations of this protocol with the free version of Helium, along with a couple of other methods, I finally paid the 5 bucks for Helium premium and was easily able to upload the app data from my Trese Brothers games to Google drive and restore them on my new phone. No PC go-between necessary, and my single purchase of the premium version was useable on both phones.
So for anyone else having trouble with Helium transfers:
Pay the 5 bucks for premium, upload game saves to Google drive, then download your save data to your new device!
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Post by brentaur on Sept 17, 2018 0:52:19 GMT -5
Thank you for the help!
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