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Post by MintDragon on Oct 3, 2017 13:30:41 GMT -5
You've probably already thought of this, but in case you haven't, I would like just some different color variants of the same crew outfits that are already out there. Hopefully it would be an easier way to add more variety than creating whole new duds for everyone. After game start, you can go to into VISUALS in the top menu (left of jobs and talents) and make changes. Current options are eyewear and arm patches. Hats were being considered, don't know status of those tho...
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Post by MintDragon on Oct 3, 2017 12:31:47 GMT -5
I failed three times on Impossible. The reason is lack of money, leading to lack of time. Tuemette's missions don't pay for themselves, if I can even accomplish them (I'm heavily into trade and diplomacy, at the expense of offensive power), so I need to take on other missions and take the time to trade just to just maintain my ship and keep my crew healthy and happy. Last time, when I presented myself to her compound, I had more than 30k credits, but to my surprise it wasn't enough; I lost nearly everything trying to fulfill her missions. I was one mission short from building enough rep when I learned Nik had left. If I try again, I'll look into rep-increasing talents (aside from the Doctor's, which I already use to great effect; but I needed at least one level 8 doctor before I could start the rep engine). However, I do play on Impossible, so that's fine if I fail. It would be more interesting to hear from people playing on Normal. I was able to complete this after 2 previous failures in previous games. I was doing missions to build rep with her, and simply ran out of time (the missions were pretty far from her, so Nikolai left by the time I was able to fulfill a couple of missions) Which difficulty are you playing on? On Normal, having to read spoilers or restart the game shouldn't be required to fulfill this storyline. A. I'm playing on HARD mode. B. Eh, with the current mechanics I believe: 1. you are given a heads up when initially landing on a planet that the contact(s) are special (and some story behind it) 2. the 'clock' won't start til you interact with said contact(s). So you can come back later. 3. attempting the contact and failing, then using your noodle on an alternate way to complete the mission is part of the fun (for puzzle-solving folks) 4. the game as a whole is part puzzle-solving (what can I do on my next run to do better, given my accumulated knowledge); and I view the storline arcs as part of that knowledge, especially the ones I DO know how to complete. So it's perfectly fine in my world to not be able to resolve all storylines on a given run, especially with some of the ones cooking that have positive/negative implications depending on one's decisions/success. (ex. becoming the hunted by Zorad) I admit I might be a bit of an outlier having cut my teeth on 'Collosal Cave/Zork' in the late 70's, which was pre HTML web, a constantly updating game, and no one to consult other than usenet friends that were banging their heads on puzzles they came across. (side note: carry the glass of water in your limited inventory and DON'T drink it!)
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Post by MintDragon on Oct 3, 2017 12:10:26 GMT -5
If I can slip an RFE into this thread... This could be included as a stat in the Captain's Log. Earth Hours Played: 4,691! It does work in Steam tho. (They track how many hours you have played a game) Although, just putting the game in the background and doing work on top keeps the 'clock' going. Cool and unrealistic at the same time programmatically for anything turn-based.
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Post by MintDragon on Oct 1, 2017 17:02:23 GMT -5
Might be alpha UI or math, but once I install a mass reducing component, I can't replace it with something that SHOULD still keep the ship below acceptable mass. The example below shows 885 available mass, Mass Reducer 4 (-285) part, and I'm trying to replace it with a 400 mass component (net 200 available mass).
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Post by MintDragon on Oct 1, 2017 16:52:19 GMT -5
Yeah, I think Zerod is great example of that. The proc gen system will have this as well, but it will be something we have in the stories. It already occurs in a couple of the ones we are testing at the HQ. Woohoo!
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Post by MintDragon on Oct 1, 2017 14:08:29 GMT -5
can't wait to see the animation on this one. 👍
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Post by MintDragon on Oct 1, 2017 13:49:37 GMT -5
khearn - yes, as of the next release -- that's a great delay tactic. However, Zerod is famous for never letting a target go. If you Skip Off the Void, you should expect to see him again soon. oooo. I like it! Great idea for the storyline arcs. Really like the idea that you turn into the hunted! -- Possible future idea: Would like they idea of certain storylines causing a bounty hunter (or faction) to come after you, depending on if you completed (or didn't complete) certain tasks; or perhaps if you insult the contact, or your rep is too low (or too high-- you have 100 rep with Thulun, and the contact hates Thulun) anyway, just ideas.
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Post by MintDragon on Oct 1, 2017 13:13:51 GMT -5
Smuggler Lord would then switch to Smuggler Lady? hmmm... i was thinking that Smuggler Lord would be gender neutral?
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Post by MintDragon on Oct 1, 2017 12:00:34 GMT -5
True contributor, but for someone like me who is using map layout as pre-determined knowledge to take a different angle on the game (harder level, different captain, etc..), it would kill replayability for me. Eh, positives and negatives. But as Cory Trese stated, the die was cast long ago. Let's launch this baby!
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Post by MintDragon on Oct 1, 2017 11:15:11 GMT -5
Good catch. We could also go with like Crimelord or Smuggler Lord? True. Less things to catch down the road. I like Smuggler Lord.
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Post by MintDragon on Sept 30, 2017 18:59:42 GMT -5
contributor Mwah, haaa-haaaa. I'd better post proof that it could be done....
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Post by MintDragon on Sept 30, 2017 17:27:49 GMT -5
I’m really digging the Zealot’s Rough Interrogation talent. Easier to get Intel Records than spying, and it works on Xeno ships too! Plus the Xeno hate me anyway, so I’m not bothered with a rep hit from them 😛 I can see code that prevents Rough Interrogation from appearing against a xeno. Were you able to do this against the Javat Xeno? Bugger. Took #STF-3685 for this bug. I ran from the Javat Xeno, it was early game and couldn't risk it. I think I figured out the Rough Interrogation. After defeating a Xeno, you are correct, the button does not appear, but when I press Battle Damage Repair, this is what happens: So the Battle Damage button triggers the Rough Interrogation code, the first time. Battle Damage works correctly after that. I was going to file a bug that Rough Interrogation doesn't work correctly with Xeno, but came across this thread first. Sad that I can't do it down the road.
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Post by MintDragon on Sept 30, 2017 2:46:50 GMT -5
Ah, went back to check my game settings and I didn’t have the retired explorer as part of my starting contacts....
Just wanted to let you know it was organically generated by the game.... but had remembered his name from the forum discussions. Very cool! (I’m sure this is what you planned/coded, just confirming it worked!)
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Post by MintDragon on Sept 30, 2017 2:38:11 GMT -5
I’m really digging the Zealot’s Rough Interrogation talent. Easier to get Intel Records than spying, and it works on Xeno ships too! Plus the Xeno hate me anyway, so I’m not bothered with a rep hit from them 😛
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Post by MintDragon on Sept 30, 2017 2:06:57 GMT -5
contributor, looks really cool! Will try it out sometime soon.
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