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Post by Cory Trese on Mar 30, 2014 15:21:05 GMT -5
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Post by slayernz on Mar 30, 2014 19:14:55 GMT -5
Errr ... for * Design Bigger, More Expensive Ships The maximum limits fro 5.4.9 remain the same ... I can't put in 99 guns no matter how many times my paw swipes the screen! Slayerz NR2 is going to cost around $980k. It's sooooo worth it, and I'm already on my way to earning the Fist of Shalun and Paragon Contractor .
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Post by Cory Trese on Mar 30, 2014 19:17:29 GMT -5
Errr ... for * Design Bigger, More Expensive Ships The maximum limits fro 5.4.9 remain the same ... I can't put in 99 guns no matter how many times my paw swipes the screen! Slayerz NR2 is going to cost around $980k. It's sooooo worth it, and I'm already on my way to earning the Fist of Shalun and Paragon Contractor . The maximums were not adjusted, no. Just the ratios, which allow for much larger total sizes, although the individual limits remain the same. I will look at the caps for the next release.
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Post by slayernz on Mar 30, 2014 19:59:17 GMT -5
I think the upper limits aren't too restraining ... or if you do add higher limits, the cost becomes exponentially higher. Have you noticed though that every stat you adjust makes you bump to the top of the screen again. It's a little annoying when trying to configure your dream ship. Also, I can still see that as hull size increases, price drops, and in fact, I had the Slayerz NR2 have the following stats: Hull 22 Arm 11 Eng 50 Sail 50 Crew 90 Hold 160 Guns 45 Torps 6 Cost $980k Hull 23 = $953k Hull 24 = $929k Hull 25 = $909k Hull 26 = $677k Hull 27 = $663k Hull 28 = $650k Hull 29 = $640k (coincidently how much RAM was available in DOS without extended/expanded memory sets Hull 30 = $630k Hull 31 = $622k Hull 32 = $614k Hull 33 = $608k Hull 34 = $602k Hull 35 = $597k I know that if you are welding more shipping containers to that escape shuttle chassis, it means it's easier to connect up all of those engines and the like, but at some point bulk (ship hull) will need to start costing more
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Post by Cory Trese on Mar 30, 2014 20:15:42 GMT -5
I've spent about 40 hours researching the causes, creating fixes and issuing Android OS specific patches day by day. Couple of quick questions... * What OS, device, screen size, game version, orientation and keyboard type are you using? * Which controls are causing the screen to jump and for which statistics? * What order are you using the controls in that is causing the jumping? Since this seems to be a problem that just won't go away, I've opened up a thread asking for help: startradersrpg.proboards.com/thread/7229/screen-jumping-star-trader-designer
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Post by Cory Trese on Mar 30, 2014 20:16:23 GMT -5
Hull 25 = $909k Hull 26 = $677k
that's break for Fast/Agile, right?
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Post by Deleted on Mar 30, 2014 21:24:37 GMT -5
Reset to top screen bug is gone for my samsung galaxy s3 phone now. The ratios are definitely more... flexible. I most noticed the crew/cargo ratios to hull, but also hull to torpedoes. Armor to hull remains the same so you can't have a ship with armor equal to or almost equal to hull like so many other ships (omega, inquisition cruiser, spear class, spear cutter, resilient cruiser, slayernz just to name a few) For increasing maximum stats, I'm not opposed, but I don't think just racking up the price is enough. I think that there should also be a max number of "points" for the ship such that although you can have 60 engines like some other ships, you can't have 30 hull with 60 engines AND 60 sails nor can you have 60 engines AND 45 guns etc. However, like slayernz said, I do think that raising statistics past its "normal max" (50 engines and sails, 160 crew and cargo, 45 guns and torpedoes) or tweaking the ratios past its "normal limits" (armor = one half hull) should also increase the price exponentially. Also, perhaps the color of the bar should change from blue to red and a message should appear on the top indicating you are pushing the ship past normality causing a high price hike. Perhaps how much you can push a ship past normally should be based on rank? The improvements on this release are definitely on the right track though.
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Post by Cory Trese on Mar 31, 2014 0:10:44 GMT -5
Slawyer reverse engineered the maximums and sent me a handy dandy ship designing spreadsheet.
He might even update it for the new rules and share it with all you nice folks =)
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Post by Deleted on Apr 1, 2014 10:40:41 GMT -5
The ship designer doesnt need to be able to produce max stats equal to max stat custom ships as long as it can reach around there. For example, titan cruiser has 300 crew. It's okay if the ship designer can only bring crew to 240, becaus you can have more engines, sails and guns to compensate. Slayernz has 62 engines. It's okay if the ship designer maxes out engines at 60 because you can make more crew and guns to compensate and make it a superior ship anyways. But when max crew for ship designer is only half as much as max crew for pre-made ships, you have a problem
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Post by slawyer on Apr 1, 2014 23:55:27 GMT -5
Slawyer reverse engineered the maximums and sent me a handy dandy ship designing spreadsheet. He might even update it for the new rules and share it with all you nice folks =) Yeah, he might do that. ST-RPG Ship Designer
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Post by Deleted on Apr 2, 2014 1:32:56 GMT -5
Nice
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