Killerdog28

Killerdog28

Joined Member # 2775807
1 Posts 6 Replies 73 Reputation

Hard to say. I'm not sure if pirates only spawn when nobody is looking or not, need an IC comment on that. Same for the interstellar traders (don't know if it's supposed to or not). Nay; I used to have some (10-15) missile Corvets in the Stars gravwell, and the pirates were still appearing; Thought they appear at different places in the gravwell, usually oposite of where they want to jump. And those Corvets usually take a junk out of those large raid

10 Replies 5,270 Views
Reply to UI in Beta Feedback

When it comes to fleets, grouping and stuff I have to ask: Is there a way to ungroup a group? Reassining oviously wont work, because of the feature that allows moving objects to belong to multiple groups. A nasty workaround is to take a single fightersquad and map it to Ctrl-[0-9] the remap everything from scratch. but thats a pain... Have I overlooked something or is there really no easier way? Cheers -Jonathan

36 Replies 14,987 Views

Few things I noticed: AI in ships and guns and stuff (when auto-selecting a target) will ALLWAYS favor light corvetts over anything else - when in reach. This is only beaten by fighters going for the bombarding corvettes (koslov?) The reason for complaining is because I see flak-corvettes as dealing much more damage (according to infoboxes) thus being a much more formidable opponent to take down. AI does seem to travel between Star-systems, but in the one long

595 Replies 414,009 Views

Another few - technical I guess: Creating Shipgroups with the right CTRL-... does not work, this is a GER keyboard with ENG Layoutmapping under WinXP I have some Game-Endscore charts where the Listing for "Frigates" goes from -120 some to 191 - and two factions have negative scores... Savegame available; Maybe feature maybe Bug: A game that has been going for more than 24h switches to x-24h; Another one (thought only a small graphical glitch that shoul

271 Replies 222,809 Views

Hi all, yesterday I received mail and naturally went for the installation and played like most through the night - and here is what I noticed right away: Bug: Tutorial Mission 1: If you are tooo fast on doing stuff and not following the Tutorials Commands by the letter, the tutorial gets stuck. (I jumped to the next system before I was told to - and finished off the pirates while the commands to me I should jump to the system. So I jumped back, and rejumped which prompt

2 Replies 1,503 Views

Ha! Nobody calls me a chicken! So here you go: As I'm not yet(?) in the Beta, I'm gonna give a quick summary on what I base my ideas on - thats easier for you to point out errors... (in case you should find any *g*) - Lanes: existant inter-system and intra-system; with more or less random layout but not fully connected -Lane endpoints are where the realspace/phase space barrier is "thin" and easily breached -AI is having an easier time working with re

211 Replies 75,933 Views

@1Spartan Reallly late - but - the open system is already in the game I guess thats wrong. What IC was talking about was the "fully connected" version which is (with a few graph-algorithms in mind) a horror considering complexity and jump destinations. That means that every planet was reachable from every other planet (or their grav-wells) - compared to blind(if target region is unexplored) or aimed jumping to well defined loc

211 Replies 75,933 Views