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Re: Ship Roles (UI)

Now combine that with standing orders like "interceptors go in groups of 5 an get the tag interceptor wing %nr", "carriers always have 3 #interceptor wing %nr" and tagging them automatically to be in different wings and launch in this wings, except ordered dedicated to do so, and you get the 45th fl...

Re: Node Based Interface

I am a huge fan of being able to view data however I want to. I would like the power to define a specific class of objects and then assign whatever color and/or format (dots, crosses, dashes, letters, shapes, etc... for small rendered objects or even for node borders when zoomed). These user define...

Re: Ship Roles (UI)

(lots of concerns) The intent behind this UI discussed here is that it is agnostic to the amount of ships you have. You can send a single fighter and a carrier+escorts with same ease, it just depends on your tagging. It should be available from the start of the game. As with constructing ships, i h...

Re: Ship Roles (UI)

(lots of things) I think your hierarchy is too deep before you give the first command, it should be faster to give an attack order. Same example as yours. The carrier is leader of fleet alpha with a scout, a fighter squad and a bomber squad. for attacking with the bomber squad you should not need t...

Re: Ship Roles (UI)

Orders with this could also be "modular". Let me explain You have a carrier, in its command interface it has a single base node for attacking. If you choose this node the carrier does everything it sees fit to attack its target. But: you can also go deeper into the attack command. There would spread...

Re: Abandoned ships

Like planets, systems, NPC-fractions, etc., space hulks could be p.generated somewhere at a very low spawn rate. Nothing is spawned "just so" in LT. If there's an abandoned ship hull somewhere, it must have been alive and flying before. If it turns out during the population and history simulation o...

Re: Abandoned ships

What I don't really understand is why can't abandoned ships be "out there" from the beginning of "the universe". The galaxy is p.generated from scratch (I don't know if all of it at the beginning or "on the fly" while we're playing). Like planets, systems, NPC-fractions, etc., space hulks could be ...

Re: Art Design Logs

I guess some "classical" design could go into the UI. Things like icons, stylisch frames and so on... Otherwise, building blocks that are assembled by procedural generation into ships and stations. It would be difficult to tell from the outside which is Josh's programming and what has been done by ...

Re: Abandoned ships

Here's what I propose: When any ship is destroyed, it will become a wreck unless done with extreme overkill I'd personally limit the massive overkill to less massive overkill. Around 10% or so. fighter vs fighter with lasers would result in wrecks, but missle-kills would much more likely be complet...

Re: Art Design Logs

Andy does not much in regard of models because they are created by joshs code and noone has ever seen them when josh starts a new (test) game.

I really dunno what andy is doing in this project
(Please dont be mad andy...) ive never seen anything from him that would justify his "art lead" tag...

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