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Messages - TJJ

Pages: 1 ... 125 126 [127]
1891
As we've yet to have any space wars I guess a little ambiguity is understandable  ::)

FYI I was using other space games as my reference, rather than modern day tech.

1892
Yeah, that's why I tagged it as an RFE (request for enhancement) rather than a bug.

1893
This is so minor it's hardly worth mentioning, but I don't think 'hardpoint' is the correct term to use for fixed mounts.

My understanding is that hardpoint is the term used to describe the superset of both turret mounts & fixed mounts.

In the context of the weapon grouping screen I'd suggest 'hardpoint' be changed to 'fixed'.

1894
When viewing the list of available weapons to place in a weapon mount the currently mounted weapon is only shown in the list if you have another in your cargo.

A typical use-case when browsing the dropdown list of possible weapons to put in a weapon mount is to compare their stats.
If you have only one of the currently mounted weapon, this becomes impossible. (without first dismounting the weapon)

I suggest that the drop-down list should contain:
eligible weapons from your cargo hold + the currently mounted weapon (if any).

1895
At the moment this information isn't directly presented to the user at all; they have to infer it from the weapons that are able to be mounted when selecting the mount.

A little popup hint when the mouse is over the mount would be ideal IMO.
Along the lines of "Energy, Turret, Small" or "Universal, Fixed, Large".

1896
Bug Reports & Support / Re: Only allowed one custom variant per ship?
« on: March 06, 2012, 10:04:15 AM »
Nice  ;D

Out of interest, was it always broken, or does it only manifest after a certain sequence of actions?

1897
Bug Reports & Support / Only allowed one custom variant per ship?
« on: March 06, 2012, 08:58:20 AM »
I'm not sure if this is as intended or not, but whenever I try to save a new custom ship variant it overwrites my previously saved custom variant - even when the name is different.

e.g.

-save current loadout as "Attack II"
-(optional) alter loadout.
-save "Close Support II"
-"Attack II" has been overwritten by "Close Support II".

This seems to me to defeat the point of custom variants if you are only able to save one.

1898
The standard frigate variant has:

Pulse Laser: 10
Pilum: 10
Vents : 10

Yet this loadout consumes 35 loadout points.

If you strip the design, then put the components back into the ship you get 5 points extra to spend.

I imagine this less obvious problem is present in many of the stock designs. Always strip before customizing!

1899
Occasionally some effects will flicker (for just one frame) on the left monitor (0 to 1920 along the horizontal) when I run the game in eyefinity (5760x1080)

The artifacts are only visible on the left-hand monitor, and this is the only game I've ever encountered it in.
It's as if the render order momentarily screws up.

It's most noticable with the star at the centre of the system map; it'll periodically fail to render for a single frame.

It's also noticable when docked at the station.
The background is normally darkened, however when buying/selling inventory items the background will occasionally fail to render the darkened effect.

I'll attempt to video it (though I've never tried video capture @ 5760x1080 :S)

1900
I believe the message in question was for a frigate or destroyer being killed.

I'll keep my eyes open for it happening again, and screenshot it.

1901
As per title.

Notice it from time to time, not sure of the cause.

1902
Hope this isn't a duplicate; though it seems obvious enough to have already been reported.

1) Give an order (e.g. capture objective A). Consumes 1 CP.
2) Give a 2nd order (e.g. patrol objective A). Consumes 1 CP. (does not refund the CP used in 1)

As commands can be cancel for free if doing so before leaving the command screen, it seems logical that overwriting a command that was still refundable should not consume an additional command point.

1903
General Discussion / Re: the ai in this game is really good.
« on: February 26, 2012, 04:15:32 PM »
I was very impressed with the AI too.

The combat AI in particular is very impressive; it seems to know how best to use most of it's own weapons, and also appears to be capable of hit & run, flanking & pincer maneuvers.
The objective based strategic AI (both your fleet, and theirs) is neat too, though I think it could do with some fine-tuning. In particular it's tendency to flee is annoying.

1904
General Discussion / Re: I am completely floored by this game
« on: February 26, 2012, 04:04:45 PM »
Me too - love the game.
Though I do wish the AI ships didn't run away all the time - even when they're winning! Ruins what could be some epic last-man-standing fights :'(

I hope multiplayer is on the todo list at some point.
Every game I play I keep imagining how awesome group vs group battles would be; each side with 1 player designated the admiral (performs the strategic orders), and the rest captains controlling just a single ship. (though with the ability to transfer as per the game atm)

I'd be so so awesome  ;D

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