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no1hom3

14
Posts
A member registered Nov 24, 2023

Recent community posts

(2 edits)

wow, now that i've seen that screen shot .. that's a method i hadn't considered .. it's not a true zero though, there's an immobilizer there ... whelp, back to rolling, with new ideas

(7 edits)

Ah .. good, i'm not blind .. that does however make the dialog and walkthrough a bit misleading.

It seems it should either be a mini game, or just taken out completely .. if we can't participate, there's not really any point to it .. there's already so much random variation just trying to build the best bots possible for our own arcade, that personally, if the only way to fulfill an order is by guessing and getting a notification .. [shrug] .. i'm certainly not going to try guessing, even for a bonus.

Speaking of which .. after rolling for far too long, I'm going to guess that the highest value bot possible is near 100mil cr .. i've gotten to 80 so far .. 100% escape risk of course, can't be used for anything other than crate warming, or borking it's value with a full load of immobilizers.

(i suppose reading the code could be used as a way to fulfill orders, but .. )

(1 edit)

I would imagine this one has been mentioned a whole bunch of times .. after having focused strictly on transport missions for a bit just to see how many could be done in a day .. there definitely needs to be a mission computer in the warehouse.

Also, I don't recall seeing it at the start, so I thought it might have been quest triggered, but it seems not .. I don't see the custom bot orders list anywhere, even though Nimhe mentions it (and the walkthrough) .. am I blind, or was it disabled and the dialog just left in place?

have you tried chatting with her in her room at 1900?

(1 edit)

From the walk through ...

Once you either (a) craft a your first bot with IQ > 140, (note: store it explicitly in a store dot) or (b) send you first bot of any kind to the arcade, BB-2 informs you that with illegal bots of high IQ more money can be made and recommends to talk to Nimhe about it. This triggers the Pirate Quest.

i had an idea, here's a mock-up .. i used the top of the Maintenance door frame .. with and without the quick menu .. no expectations obviously .. these are just to illustrate the basic idea i have/had

apparently i've got far too much time on my hands

(1 edit)

Cheers.

Would you like the altered file for the sake of comparison? Try it, see if you like it, do your thing from there?

Elsewise, borrow away, by all means.

(7 edits)

Ah, yeah, those arrows are ugly .. but, not an arrow, more like an area of the floor that gets highlighted, basically acts like a back step, and only visible when hovered, like the crew and door accents.

I solved my tripping over the mini-map by moving things around a bit. Basically I would miss the square and hit the door, or vice versa, it was worst in the hallways .. screen shots just for the sake of it.

Illegal Cargo and Repairs appear under Ship Stats, and drop with the box when it's expanded, as does Ship Stats when Decks is expanded .. also dropped the quick menu off the bottom of the screen


this layout looks and works nice for me

(it's fun poking around in the code)

open your inventory, select it, close your inventory, find it in your quick use, use it on the engine console

(5 edits)

Slightly less than a day later ..

I kept tripping over the in ship mini-map .. thanks for leaving your code accessible .. i've managed to get it laid out more to my preference liking.

Again .. probably been mentioned elsewhere, but prefer to keep my comments all in the same place.

In ship navigation .. start in the engine room and there are doors you can follow through the ship, but no way to navigate backward without using one of the mini-maps .. a nav hotspot at the bottom of the screen that goes to the previous room/hallway/(accessible airlock) would be nice for consistency .. (something like an arc about the width of the quick menu, and say 3 or 4 x the font size height of it ) .. that could also make the mini-map optionally hideable. It's also faster and easier to click the big doors than the small maps, and it feels more like traversing through the ship.

.. apologies .. once the thoughts start, sometimes they're hard to stop

completely forgot about T'Ris station walks .. even as few as they were, it was annoying.

Late evening mining could even be a cumulative thing .. two evenings in a row, you sleep through the third morning, no briefing, not even knowledge of how your arcade bots did, or whether they were returned to you (random chance of missing morning delivery, delayed to next morning?)

Time management kinds of things .. consider timings carefully to minimize idle time, and maximize benefits against possible penalties, loses, or opportunities put off until later.

(Do I mine tonight, or go see T'Ris)

(thinking too hard) .. a possible penalty for mining too late in the evening .. start mining at 1700, you sleep through the morning briefing and the crew randomly chooses what they feel like wearing and doing

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Cheers .. one very last thought about the mission computer .. it 'could' tell you that you have the items "In House" even while you're out in space .. (because of the auto-stock (and only once you have that capability)) .. of course you'd still need to fly back to get it .. (wasting time efficiently?)

(that thought just got really big. time to stop thinking)

(10 edits)

Beautiful graphics, excellent details.

These have likely been mentioned elsewhere, but darned if they're easily found ..

Landed on Tenaris .. mission computer should tell you if you have the items "In House" .. considering it has auto-stock capabilities .. it doesn't have to load them for you, but it should at least tell you they're there (can't quite figure out the object to check in the script to modify it myself)

Void Mining .. okay .. it can been seen as happening outside normal space-time, so 1 hour home space time makes some sense, it also allows you to make use of the rest of the day. The singular Precursor Crate (roll) is okay .. seems the Colapsar Torpedo could use a 1-2 random chance so you can keep rolling if you have the patience (already altered this one myself)

Regular Mining .. the refusal to do so after a certain time makes sense, but it should take a set amount of time .. say 3-4 hours .. so if you start at 0800 you're not wasting the entire day mining, and if you start at 1700 you're going to sleep immediately afterward.

Hyperspace travel .. exactly the same as mining above. The way both of them are set up is frustrating because they start and end in ways that are inconsistent with the passage of time. It's just so .. annoying .. if there were a choice, I'd rather have those two sorted out than mission screen "In House" notifications. (may go looking to alter those myself eventually)

The ship itself does need one more room, a statuary one where you can activate a 'display' of each bot you've found a shell for.

Otherwise .. already spent far too long getting just the right bot setup for near $30,000,000 values. Haven't even finished one version of this game and looking forward to the next update. Nice work.

(one last thought .. the Infiltrator shell .. figured out how to keep it assembled and keep it from even trying to escape the botlab .. it's a shame it can't be used in the arcade .. an idea for that is that it always reverts to its default "Infiltrator" stats, traits and personality when removed from one bot and added to another .. that way it could be used for both (and an excuse to use more precursor cubes))