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I'll see what I can do about the rest of your feedback, thanks.
Camera focus lock was snapping back to the original focus target unless I pressed the Tactical map on and off. Not sure if it's a bug, or what then, but thanks for reading =) I can't wait to see this come to life
I got to the last mission before the "end" and it just got stuck on a loading bar. I could select a different mission within range, just not THAT one. I took some recordings to make a comment video. I'll try to have that up here in a couple hours.
In that way I could probably reproduce the error quicker. Anyway, thanks for your time.
That's the entire folder for it. Unfortunately none of my video recordings actually had that bug in it, altho the video should be available soon (as soon as youtube is done "processing" it) at https://youtu.be/h_NLUZMiTgA which voices and displays a couple of my concerns.
also a formation with various presets or shapes with the the ships moving at the speed of the slowest ship
egg formation milatary ships form a (shell) around the (yolk) non combatants in the middle
other shapes like horuse shoe arrow triangle square cube ect
I was thinking something along this line as well. It would be really useful if we could determine the way our fleet will be arranged the next time it pops out of hyperspace. I think right now it's based on order of construction with newer capital ships appearing at the end of the left flank, and corvettes on the right. The problem with that is sometimes it takes most of the battle to get a dreadnought over to the right, and by that time, the bombers and corvettes have already had to beat back the early heavys without support.
It also takes a while for my mixed battle groups to form up.
i dont mind getting into or changeing formation after battle but yeah makes sense they would emerge from hyperspace in the same formation as they jumped its just something to do before jumping and aloows some extra time for interceptors and bombers to return to the carrier
that said its could be interesting for indivuial ships low chance per ship to have a "jump error" where they dont emerge in formation like the rest and are spit out in random location because they must jump when the fleet does or be assumed dead in enemy territory and fired upon (BSG E1S1 Olympic Carrier)
something like that however i would have on cool down so its not a regular occurance say once triggered ? number of jumps before it is possable to happen again or it would be annoyingly frequent.
how it all works could have something to do with a pre game selectable diffculty like the indvidual ship chance and the cooldown
i would expect the enemy to react to the more expencive ships
this is where haveing multiple control groups for interceptors and bombers would help half ya fighters could be used in a rescue/escort the isolated ship(s) obviousy you gotta decide what ship(s) to rescue when their are multiple vessels in danger
i beat the game with redicious leftover RU and would have more if formations where available
Agreed.
Honestly, I think the Dreadnought is just too slow to be effective at anything... It could use a speed boost to make it a more fun and interesting ship.
That is AWESOME! And a very clever solution!
Will also alleviate the concerns with the lack of ability to pick starting locations for ships, at least until some sort of formation system can be implemented
it that tacical jump from off map or is it a shorter range verion of the hyperdrive?
Its a short jump during combat, for example you can select a Dreadnaught and make it jump alone close to an enemy carrier. I'm still undecided if I should make the action cost resources or just add a long cooldown.
EDIT: btw, have you found any bugs? problems with subtitles, the tactical view or the numbered groups?
I beat the game, and subtittles for the ending were:
aaa
bbb
I was a little saddened by that! XD
I was also getting that issue with the camera where I couldn't unfocus from a group of ships as mentioned previously.