Search found 138 matches

by kay.py
Sat Nov 26, 2016 2:51 am
Forum: Commonwealth
Topic: Autopilot
Replies: 9
Views: 804

Re: Autopilot

Its a bit of both: The slave coffins that you find in game are explicitly described as life support units: "The Sung Slavers of Jiang's Star transport their slaves in life-support canisters that keep their captive occupants in biological suspension." and upon rescue, captives are in good enough phys...
by kay.py
Tue Jul 12, 2016 11:53 am
Forum: Beta Bug Reports
Topic: [17a2] Ship explosion consequences
Replies: 4
Views: 3416

[17a2] Ship explosion consequences

Most ships now explode destructively.

The NPC AI has a tendency to clump together.

Net result: Suicide bombers with a friendly fire problem.
by kay.py
Sun Jul 10, 2016 6:43 am
Forum: Beta Bug Reports
Topic: [17a2] Better observation skills required
Replies: 0
Views: 2871

[17a2] Better observation skills required

I just blew up a station from a bit outside LRS, and then flew in and looted the wreckage.

Pretty normal so far, but none of this registered with the station guards. They are sat there watching. Or failing to watch, as it were.

They didn't even react to getting shot to pieces...
by kay.py
Sat Jul 09, 2016 5:32 am
Forum: Beta Bug Reports
Topic: [17a2] Excessively entheusiastic station defenders
Replies: 0
Views: 2751

[17a2] Excessively entheusiastic station defenders

The defenders at various friendly stations are really dumb about blowing up their own stations. This is most noticeable for the randomly hostile friendlies and the post-Katami black market. Just hang around a bit in sustain or on a nearby planet and the 'defenders' will blow everything up and then l...
by kay.py
Fri Jul 08, 2016 11:28 am
Forum: Beta Bug Reports
Topic: [17a2] Sticky mouse firebutton
Replies: 0
Views: 2807

[17a2] Sticky mouse firebutton

If you are shooting via the mousebutton when you dock, the button 'sticks' and you wont stop shooting till you undock and hit shoot again.
by kay.py
Thu Jul 07, 2016 11:30 am
Forum: Announcements
Topic: 1.7 Alpha 2
Replies: 23
Views: 5118

Re: 1.7 Alpha 2

The new keyboard UI is a good idea (although a touch superfluous for us xml-savvy types). A few points to add though: On the custom keyboard controls, it would be nice to have a button to slurp all the defaults across as a starting point. (Or, if it assumes defaults for unassigned keys, some indicat...
by kay.py
Tue Jul 05, 2016 11:29 am
Forum: Announcements
Topic: 1.7 Alpha 2
Replies: 23
Views: 5118

Re: 1.7 Alpha 2

I really like the mouse control scheme. Finally I can aim where I want to without having to spend three tries to get that last turn increment not to overshoot. Now I just need to work on getting where-I-try-to-aim to be a better approximation of where the projectile needs to go... A few points thoug...
by kay.py
Thu Feb 11, 2016 11:15 am
Forum: Announcements
Topic: 1.7 Alpha 1 Ready!
Replies: 78
Views: 10895

Re: 1.7 Alpha 1 Ready!

This may already be noted, but the final Benedict mission is rather excessive with the rebalanced penitent weapons. Especially as a tutorial mission...

Is the Ministry of Records down at the moment? I wanted to check there before bringing it up, but just got a blank screen...
by kay.py
Thu Feb 11, 2016 11:08 am
Forum: Ideas & Suggestions
Topic: Tweak to title screen display
Replies: 7
Views: 883

Tweak to title screen display

Since the title screen has been getting some tweaking in the alpha, I figure I may as well throw this in: It is rather jarring the way the viewpoint jumps whenever the POV ship dies. How difficult would it be to implement a smooth pan over to the new viewpoint rather than the hard jump? If the camer...
by kay.py
Thu Sep 24, 2015 1:39 pm
Forum: Stable (v1.7) Bug Reports
Topic: Minor text glitch- autons are heavy
Replies: 1
Views: 900

Minor text glitch- autons are heavy

but the folks at the repaired Korolov station "hand" one over like something you'd keep in a pocket.

Should result in : "Kaypy was crushed to death by a 2t auton. He never reached the galactic core" 8-)
by kay.py
Thu Sep 24, 2015 12:25 pm
Forum: Stable (v1.7) Bug Reports
Topic: Minor glitch- input and galactic map
Replies: 0
Views: 4736

Minor glitch- input and galactic map

Hold down a movement key. Hit the galactic map button. Release the movement key. Switch back out of galactic map.

The game acts as if you are still holding down the movement key.

Not a big deal (hitting the movement key again unsticks it), but a trifle disconcerting until you work it out.
by kay.py
Sun Aug 16, 2015 4:21 pm
Forum: Stable (v1.7) Bug Reports
Topic: Is anyone else seeing oddness in the loot generation?
Replies: 2
Views: 854

Is anyone else seeing oddness in the loot generation?

Its hard to pin down when things go wrong with random elements, but... I'm two systems past St Ks, and I have found: 3x Light Ithalium Armour Katana Star Cannon Outboard Light Ion Koshiba 500 And I think this was all from the same system... Seems a bit excessive for mid-game drops... Anyone else see...
by kay.py
Fri Jun 26, 2015 6:01 pm
Forum: Ideas & Suggestions
Topic: Generate initial systems in some sort of pause mode
Replies: 10
Views: 806

Re: Generate initial systems in some sort of pause mode

Here is what I am seeing: Start new game > crawl screen begins Walk off for 10 minutes > OK button is displayed Click OK > Spinner starts Wait a little > Game starts It doesn't seem that the universe creation starts until I hit OK. Clicking anywhere during the crawl will cause the game to crawl and ...
by kay.py
Fri Jun 26, 2015 4:25 pm
Forum: Ideas & Suggestions
Topic: 1.6b5 Mining Feedback Thread
Replies: 14
Views: 1643

Re: 1.6b5 Mining Feedback Thread

I notice that there is a warning when you downgrade equipment. Could the same mechanism be re-purposed to give the player a heads-up that they are kitting up for mining in an empty system? 'An idle miner notices your selection: "You might wanna think twice 'bout that- there's nothin around here for ...
by kay.py
Fri Jun 26, 2015 3:49 pm
Forum: Ideas & Suggestions
Topic: Add range to weapon stats
Replies: 7
Views: 742

Add range to weapon stats

It would be nice to add range to the stats shown in-game for weapons. I find the fact that there's no way to tell without digging through the xml how far a weapon goes is a rather large discouragement to installing anything unfamiliar...