Speaking of roads, it would be cool if we could build those to speed up travel times, even if it's just between friendly towns. :)
Speaking of roads, it would be cool if we could build those to speed up travel times, even if it's just between friendly towns. :)
I set mine up in a custom folder of C:\Games\HoaBL, so I found the file in that directory. I've sent you a private message with the file. Thanks, I appreciate all the work you've put into this. :)
Okay, I'm not sure why but sometimes the save function just stops working. I'm not sure why, but the attempting to manually save why it acts up will corrupt the save. If you can tell me where it stores the saves at, I can upload the corrupted save for you.
It seems to work fine upon restarting the game. I'll let you know if I can find a way to repeat it.
I've run into a bug with the 0.7 release: The quicksave and quickload functions don't seem to work within a twin tower dungeon. I'm not sure if the fact that two parties are present is to blame, that's just where the functions stopped working. I'll keep poking at it to see if it crops up again anywhere else. I would like to request that the game gives the player a 'Game Saved' text when you quicksave, just to let you know that it worked.
Also, does the game have a page where I can view past messages? I keep seeing little white notes up in the top left from time to time, but sometimes I miss what they say.
That'd be a big help. I'd recommend F9 as the quick load, just to separate it a bit, but that's just my personal preference. I think just adding the word 'save' and 'load' over the disks would be the best way to go for the menu buttons, which would eliminate the guess work.
And thanks for making this fun game, I'm really enjoying it so far. My only trouble so far has been the lack of starter dungeons for new heroes to cut their teeth on, but that may be because I started on a large world.
Can I request that you make the 'load' and 'save' buttons a little more distinct. And if there's a quicksave function, please let me know which button it is.
Edit: Also, is there a way to skip the intro? It's cool, but it takes a lot of clicks to get past.
Your link is messed up. It should be: Steamcommunity.com
What's the name of the background beat? That's really catchy.
You can control up to 4 players, but managing more than two or three will be a pain. There's no AI for your characters, so if a zombie comes in behind you (and they will, because the makers placed spawn points in weird locations) and starts chowing down your people, you'll have minimal warning. It's fun, but I'd recommend waiting for a sale. (It's currently up as a "Pay what you want" in Indie Gala, by the by.)
Ah, one of the only ships that I wasn't able to get in Starship Battles. :(
Very awesome, I'm looking forward to this release.
Eh, find a mountain, hollow it out into a decent looking castle, and then use the excess resources to build up an exterior. It makes for a really nice looking place and you can then build a city around it.
So it's in the hands of a good studio now, but they're still having to work with the incompetent 3DRealms crew. I question the logic, but Gearbox should be able to overcome the handicap.
I'd suggest adding some dirt and scuffs to them. After all, what good is a baseball if it's never used?
This game was truly epic. My only complaint was the inability to tell your companions not to loot everything they saw. Trying to organize their inventory was probably the biggest challenge in the game...
Well, if you would stop running ahead and grabbing anything shiny then you'd bloody well not be hurt! >.<
I want one! You guys should make a tabletop game too!
It looks great, though I've got to wonder: Is it very hard to see parties when they're over the bright patches?
@SWAT_150: You can use the unofficial item editor to change the texture on the multi-hit saber. Just make sure you backup your item_kinds1.txt before you do.
@xPearse: They used to have ridable animals, but they had to drop them due to an engine conflict with the speeder bikes. Hopefully a workaround will come about someday.
Just to let everyone know, there's a patch up in the forums that replaces the current simple_triggers.txt file. That should eliminate quite a few siege related map crashes.
Mbx.streetofeyes.com
Edit: You may have to start a new game or avoid besieged planets for a week or two.
You can build a temple at a town you own and recruit them.
I'd recommend playing it while it's still in beta. The mod team keeps an open ear for suggestions, and it's really fun to help shape a mod.
This mod gets better with every release. If you have any interest at all in sci-fi battles, then this mod is for you.
When you factor in how much stolen content is in this "mod", it raises the question: Why did it take so long to even get a buggy Beta?
"They didn't want to get their clothes caught in the brambles."
Yeah, because bare flesh works so much better... >.<
Nice historical accuracy though.
I'm getting flashbacks to the original Doom game. Looks awesome!
Now all we need is the monster from The Host...
Oh, I hope you get rid of the stupid "catch up" mechanics! If my opponent wrecks early in the race, the last thing I want to see is him passing me just before the finish line after I run an error free race.
By the way, I know PC racing games have moved away from this, but have you considered adding in "spit screen" racing? This was always my favorite feature with the early NFS series, since it allowed my sister and I to really duke it out in a fun race. Nowadays you can only find this on consoles, and I hate paying out that sort of cash for something with no practical functions.
Shatari
David joined
I'm just a Dungeons and Dragons nerd who runs a bookstore. There's really not all that much to say.