[quote who="JerkClock" reply="387" id="3709884"] Quoting Alverez, reply 375 He's trying to make a connection between PR3 and Hitler. The mods really need to smarten up here. This thread is turning embarrassing. Treating one another as the enemy is NOT helpful. You may n
Alverez
[quote who="tingkagol" reply="372" id="3709767"] Quoting JerkClock, reply 369 Optics, his name is Reich, the other Douche does not have such bad optics with HIS name. Combine this with their Copyright Fascism, and the limits of human sentience, and it can't be unseen. Even if the impact is little, anyone who notices
[quote who="Frogboy" reply="258" id="3708496"] Quoting Alverez, reply 257 Quoting Hunam_, reply 256 I don't understand h
[quote who="Hunam_" reply="256" id="3708488"] I don't understand how that shet flies with them? The concise version of settlement doesn't match settlement on most important points at all?... Do FaP think their fans are so ignorant that they can't put 2 and 2 together? I mean what fair use of "Star Control" tm they could possibly come up with while working on Ghosts ?... [/quote] Except Stardock's agreement says that F&P can't use Ghosts of the Precursors
Reading through those just looks dirty on Stardock. I'd express further thoughts but they would probably be used as evidence.
Dude...breathe
A game being long because of engaging writing and storytelling is one thing. A game being long because you have to spend 5 minutes driving around a planet (multiply by hundreds) looking for "candy" is a different story entirely.
[quote who="Awkbird" reply="38" id="3705752"] Quoting Alverez, reply 37 Time isn't challenge. Sure isn't. So why should it matter how long it takes to circumnavigate a planet? [/quote] It's tedious and not challenging. It adds nothing to the game but time.
[quote who="Awkbird" reply="34" id="3705744"] Gameplay should be challenging enough to incentivize players to upgrade, not just make it convenient so they don't get bored. Not that SCO should be tedious but there are plenty of games that involve "grinding" nowadays and it doesn't seem to curb their popularity. [/quote] Time isn't challenge.
Are you trying to launch Star Control Origins or Star Control Origins Fleet Battle BETA? Take a look here: https://forums.starcontrol.com/485527/instructions-activating-star-control-origins---super-melee-battle-beta-on-s
I actually kind of agree with Kavik for the first time ever....time to delete my account.
Do we need five threads about your gamepad?
A quick google tells me that this controller and steam kinda hate each other.
Yeah, that's just fact. I don't think making the enemy ships playing with different toys is the right response though. I think you need a level playing field and to accept that some people will destroy your best AI.
For the sake of fairness the increased difficulty levels do the things that people are asking for: Crazy btThinkTime = ".075" chooseWeaponTime = "0.6" weaponScoreThreshold = "0.5" obstacleGatherRadius = "6.0" obstacleForceMult = "8.0" thresholdModPerEvade = "-.05" thresholdModPerShot = ".01" a
Ouch...that is the opposite of what I wanted to hear. I think inflated stats being subbed in for difficulty is lazy/bad design.
Several founders (myself included) have brought this up in Discord, but I haven't see a response. The AI difficulty seems to effect how much damage the enemy ships do. I did a little digging in the files today and found the following: OpponentTypes ************************* 0 = Human 1 = Foolish Cyborg 2 = Basic Cyborg 3 = Challenging Cyborg 4 = Expert Cyborg 5 = Crazy Cyborg &n
I agree for testing we should be able to make a fleet with one of each ship. Once testing is over the limit is needed. I haven't looked around enough to find where to modify the point limit, but you can modify the value for each ship \common\Star Control Origins Beta\Assets\Ships -> open the xml and look for 'points="16"'
[quote who="markbols" reply="25" id="3694357"] I don't know if its just me, but the Tywom Defenders drones seem irregular since sometimes they circle the ship like a Chmmmr but most times they appear to sit stationary in a location far away from you? Need to chose one or the other if so - but since its called a defender it should probably be closer to a Chmmmr? [/quote] The drones spawn around your ship at set intervals. The secondary is t
[quote who="Xiaorai" reply="13" id="3693781"] In terms of balance and UI, I think the crew bar is really weird right now. I'm used to knowing exactly how much damage I will do with each shot. Ur-Quan Dreadnought used to kill 6 members with a shot. Kohr-Ah razor did 4 dmg. Spathi BUTT missile did 2. Because I had this hard info, I could make decisions in a split second about what move I wanted to make in a fight. But the fuzzier nature of damage in SC:O makes me feel like I'm doing a lot
[quote who="Frogboy" reply="67" id="3693824"] Quoting DarkGildon, reply 65 Quoting Frogboy, reply 64 I suppose my main a
My favourite part of that is Brad calling the testers dumb.
Never heard of Endless Space but might have to check it out..those screenshots look interesting. I do like the UI, but I don't think the planetary info window would fit in SCO. Too much hand holding as is. Other than that it's nice an clean. I don't want to see too much time and money wasted on SM backgrounds. To be honest I can't even tell you what the background is currently. I'm focused on the battle. Needs some asteroids though.
Brad said they did a lot of focus testing and the overwhelming response was that screenwrap SC2 style is confusing and too difficult to understand. (before anyone craps on me, I 100% disagree and think screenwrap should be the choice but it's clear we aren't winning this fight so we need to find the least repulsive alternative.)
I was 100% against fighting in a solar system when that was the initial direction. But that was also with screenwrap. Let's see how it plays. Is planetary gravity in yet? That will make a big difference.