Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
id_locker1 to id_locker10 to their normal cards on the server side whenever we dont play.
It is for sure a specific feature that may only help a few playstyles.
When doing my next update pass on the submarines, I will consider creating a 'I know every player' version which has basically every locker accessible by all players.
Just open the characterdata.xml file on the savefile. and search for
"id_crew"
It will always stop at a player-id-card.
You should be able to find something like "name:AndyP" nearby, so you know the ingame player name.
Replace that specific
"id_crew"
with
"id_crew,id_locker1"
and save the file to give that player access to their locker without using any of the pre-made ID-cards, they are only meant for missions or as backup keys.
If you dont have the number at hand, here a translation table:
Locker 1 | Red
Locker 2 | Orange
Locker 3 | Yellow
Locker 4 | DarkGreen
Locker 5 | Purple
Locker 6 | LightBlue
Locker 7 | DarkBlue
Locker 8 | Lime
Locker 9 | Pink/Bacon
Locker 10 | Brown/Chocolate
You can now attack the ballast flora (the health-bar is still in the hull - but that happens for all the 'small pump' models), but you can remove it now, without flooding the sub,
It can be fought, but the pump is a bit too close in the bottom hatch - so you need to cut the hatch open too to fight ballast flora properly.
Going to fix that.
But I will give it a try again, just to make sure
The attack one has a "decoy" charge slot in the aft.
The triple on bottom is for regular depth charges - yeah they can only be dropped when not moving, while moving fast, they hit the guns, when moving down you can even trigger them on your own.
(Also a common thing to happen: If you drop it on a pirate, they can hit the charge and blow it up too early.)
But will give it another try to see if anything changed with the updates.
I had to add a boot-strap circuit to start the delay-loops when the round starts.
It would be possible to load the new state mid campaign via the load command or reset selected subs to the editor state.
(Most likely the transport variant, but I want to confirm)
Storage is partially limited, true. (But I did not want to skip the beds in such a sub, as not having them felt wrong.)
Thank you for the feedback!
(I am working on 2 different versions of the ship, one will be a smaller one, that can falls in the starter ship range, so you can actually start out with it, and a carrier version that features 1-2 remote and local controlled shuttles for missions and also some extended storage room (for pure storage or a proper greenhouse)
(Sadly steam images do not really allow a high resolution - so text will look bad there - even the version in the manual is close to look bad)