I can't wait for this game, it hits right in the feels for a classic RTS game.
I can't wait for this game, it hits right in the feels for a classic RTS game.
Hey thanks a lot for your reply, I will read your posts on KS.
By the way, instead of a bazillion z levels, what about just a few Z levels, like 3 or 4, as an "in between".
(This I ask without having read the posts, but still an honest question).
EDIT; I've read your posts, so yeah I understand, thank you!
Hope you sell a lot, your game is a lot of fun!
Does you game have Z levels like Dwarf fortress or it's all in one level like Rimworld?
Hello, what about Rimworld releasing as a full game leaving early access?
Do the railgun shoot instantly or they have a "load up" time before they shoot, because that would be a good balance between just placing a big railgun and being the first to shoot it.
Will this game be playable as couch co-op or only online?
I really like this editor, I hope to see more updates in the future!
So, Pixel Piracy and you are different because...?
Foxhole really managed to grasp my attention on launch, is sad that the game isn't popular in my country because it was very great in concept and execution.
Congratulations to the team behind the game.
This would be so great, Please!
Great! Keep up the good work!
Is deterministic lockstep what allows hackers to hack games?
I'm asking just as a way of learning and not in a way of criticizing your decision as is completely understandable from a gameplay perspective.
"linux version.
Recommended system requirements:
OS: Windows® 7/8/10"
C'mon!
What about a priority list like the one in Rimworld, I don't know what it's going to be the size of the crews, but maybe set priorities that take into account the skill levels of the groups.
Let say, the player can set a rule that states:
"For CREWMEMBER with INT > 8 set TECH BASED STATIONS priority LEVEL 1"
"For CREWMEMBER with GUN < 5 set GUNS priority LEVEL 4"
And so on. So the priorities aren't hardcoded and the player can decide where does each member go.
And also per crewmember priorities tab in case the player wants to micromanage it.
This game is only for 64bit OS?
Hey, just a suggestion for the Research Screen, to avoid clogging, use the free space on the left to implement "tabs" for modders, such as a "turrets" tab and etcetera.
I saw that it overlays the "progress" of a research, but that could totally overlap the previous mentioned tabs.
That looks soooo much better.
Right now i Believe it's great, if you want to achieve perfection about it, see if you can smooth out the teleportation of the hand in the moment it finishes reloading.
It would be cool to have at least some hand movement and the guy watching his weapon, but at least you know that it's now reloading haha.
Maybe you could implement a 3D slow mo kill cam for when you win or loose the game?
You know, even if I don't have the game, I actually enjoy this changelogs, they're very detailed and also very informative!
Great job! Keep it up :D
PD: Please edit the part of the "New buildings and champions" of this article so it matches the order of the picture that's directly below :P
Oh wow, I'm indeed glad to see how the game has progressed in the past few years, I've been following the project for a long time and even contributed with a few translations here and there, I just read that you increased the Memory that the game can use on Windows which is great!
Therefore, I only have one question really, does the AI still bring the game to its doom when they attack your base with a big army? I remember that as the game progressed, the AI started to generate a lot of FPS Lag with his amount of units being created and moved, is this still a thing?
Keep up the great work people, congrats!
BTW you're running out of letters, in Beta you'll use the ABC again?
Very good article, I learned a thing or two!
Yeah, that shouldn't be tagged as an exploit, it's a functionality!
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