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Post by qswitched on Dec 12, 2017 20:27:30 GMT
"NoseForward"
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Post by qswitched on Dec 7, 2017 20:22:58 GMT
This appears to be an issue with graphics. AMD APUs which have the GPU with the CPU on the same chip are not ideal for gaming.
Additional things to try include disabling all graphics settings, or updating graphics drivers, if possible.
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Post by qswitched on Dec 6, 2017 1:26:14 GMT
Thanks! Is it only the letters that are corrupted? For instance, if you play the first level or open ship design, are there any other graphical issues with the planets or spacecrafts?
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Post by qswitched on Dec 4, 2017 20:34:45 GMT
Hello, can you post your computer's specs including graphics card and OS version?
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Post by qswitched on Nov 22, 2017 2:05:46 GMT
Thanks for the bug report, this will be fixed in the next patch.
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Post by qswitched on Nov 19, 2017 23:58:26 GMT
After much work, the upcoming patch will have full language support. I've attached the new English language file that will be used with it, which has all ~5000 or so strings used in the game. English.txt (452.3 KB) I also copied it and inserted all the Chinese strings you've used to make a partial Chinese language file. When the next patch drops, the language file should be importable as a simple mod or downloadable via Steam Workshop. (Note: Make sure to download the file, opening it in a browser seems to corrupt the Chinese characters.) attachment.txt (422.25 KB) Thanks again for all the translation work! It was very helpful in testing out the new localization code.
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Post by qswitched on Nov 5, 2017 19:05:41 GMT
ADDIT: I also feel the need to say: I've played a lot of computer games over the years. I've been military board games, and roleplaying games since 1983, and computer games for nearly that long. I am pretty good at estimating what is going on with the algorithms that comprise my computer opponents under the hood, and I tend to suspect that Admiral Voitenko is a big fat cheater! There is as yet, no such thing as "AI" and certainly not in the emergent decision-making patterns which can arise from the algorithms in a little game app for PC. With the exception of specialty opponents like chess opponents or other relatively simple board games, MOST so-called "AI" in computer games cannot possibly pose a credible competitive threat to a typical human player if they meet on a level playing field. In short, I understand that "cheating" computer opponents are in fact, the norm and I have been party to them myself. But there is blatant "this don't seem like we are being bound by the same rule set" cheating and then there is "Hmmm, how did he do that so fast/easy/direct?" Vesta Overkill falls into the former, more blatant category and I can imagine that many would be fans did not take well to that experience. The AI in Children of a Dead Earth is bound by the exact same rule set as the player. An AI that doesn't cheat was a major rule I followed when developing the game. The only unfair aspect is that the AI always starts with more units than you.
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Post by qswitched on Nov 1, 2017 0:10:44 GMT
Though progress has been slow, full multi-language support is in the works for the next patch. Thank you for the work you've done here!
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Post by qswitched on Nov 1, 2017 0:07:27 GMT
I suppose I should've been checking in more often. Sorry about that.
About the next update, real life has gotten in the way a lot, and I'm no longer able to work full time on Children of a Dead Earth.
The next patch is partially complete, as Rocket Witch said. The major feature I'm trying to finish is Localization support, but there will be more content/features as well.
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Post by qswitched on Jun 23, 2017 17:41:38 GMT
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Post by qswitched on Jun 23, 2017 6:11:44 GMT
Ah, I found the issue. A file got corrupted in the Steam Depot. Thanks for the report, will fix soon!
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Post by qswitched on Jun 23, 2017 2:43:09 GMT
This error is what you'd get if the game .exe was updated but not the design.txt file from the patch. It's quite odd.
Does verifying the integrity of game files do anything?
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Post by qswitched on Jun 23, 2017 1:21:53 GMT
It could also be a module in the UserDesigns.txt which has the same name as the weapon that is overwriting the stock module.
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Post by qswitched on Jun 22, 2017 21:33:21 GMT
This was just resolved in the latest hotfix. Is it possible you have overridden the stock design with a mod/workshop item (which happens if the names are the same)?
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Post by qswitched on Jun 21, 2017 20:09:58 GMT
Highlights
- In-game Steam Workshop Import and Export
- Distributed Swarm Homing and "fuzzy" homing
- Distributed Drone Swarm Targeting
- Blast Launchers: Single shot, zero power, vertical launchers
- Temperature Safety Margins
- Prismatic Block Reactors, numerous gameplay and ui tweaks, wany more stock materials, better mod support, bugs, crashes, and more
Full Changelist:
1.1.2 (6/21/2017) - Steam Workshop --- Can export modules, ships, and arbitrary files to Steam Workshop. Exporting can be found in module/ship design. For arbitrary file uploads, exporting is done via Infolinks->Steam Workshop. --- Subscribing to Workshop Items will automatically load them in on game start. - Gameplay --- Distributed Swarm Homing - Missiles can optionally distribute their homing targets amongst the swarm. "Fuzzy" tolerances for heat signatures can be customized on the remote control, allowing for targeting of heat signatures weaker than flares. --- Distributed Swarm Fire - Drone can distribute targets amongst the swarm. --- Tweaked many stock ship designs. Removed some ammo of gunships. Tweaked flare launchers/ammo for most ships. Slightly larger radiators to deal with temperature safety margins. - Design --- Blast Launcher - Vertical launcher module which uses explosives to eject flares, missiles, and drones. One-shot, uses no power, high velocities, and extremely fast fire rates, though extremely volatile, requiring plenty of armor. All stock flare launchers have been switched to blast launchers. --- Dumbfire Rockets - Can build spacecrafts without turning ability without error. --- Launch Caps - Launchers have optional, customizable caps which can prevent them from firing too many payloads in combat. --- Temperature Safety Margins - Materials can no longer be pressed up to their melting point, and instead must have thin margins. Powerplants and NTRs and lasers are most affected. --- Prismatic Block Reactors - All nuclear reactors are now calculated as using prismatic block layouts (similar in results to pebble bed reactors), which reduces the fuel temperature in comparison to the moderator and control rod temperatures. --- Editable descriptions for modules and ships. --- Tweaked costs. Magnetic materials and high molecular weight materials are much cheaper now. --- Material fixes: Alnico, Gold, Polyethylene, Silicon Nanothermite, Fluorine Ammonia, CO2, AlZnMg, Boron split into an extremely weak bulk material and an even stronger fiber material. --- Material adds (most from the forums): Co-60, Ca-227, Tc-99, Various Hypergolic propellants and reactions, Chlorine, Fluorine RP-1 Reaction, Caesium, Amorphous Zirconium Steel. --- Tweaked several default limits. - UI --- In ship design, detailed breakdown of heat graph. Heat graph represented as Ambient vs Peak power. --- In design, can duplicate while in the editing screen of ships and modules. --- Edit text boxes allow highlighting. - Mods --- Limits.txt now can be overriden via mods. --- Can mod in "Cost_c__kg" and "PoissonsRatio" for materials. These values will override pre-calculated values. --- Mod crashes now instead redirect player to Import Log without crashing. - Other --- Numerous bug fixes. Most important ones: Binary stars light planets and ships properly, carrier modules respect energy conservation, gamma radiation affects crew modules, payload crew counts corrected for guns, export no longer duplicates entries. --- Several crash fixes.
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