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Post by subunit on Apr 24, 2017 14:53:33 GMT
Is there some way to represent these incompatibilities in-game? Maybe a new error class could be added, even if it's not populated with any instances for the stock game.
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Post by subunit on Apr 22, 2017 14:22:36 GMT
Sorry, I'm getting the DTs over here. Honestly I thought 1.1.0 would be the last one and ever since I saw qswitched get back I've been jonesing.
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Post by subunit on Apr 22, 2017 5:22:15 GMT
*banging fork and knife on table while chanting* patch! patch! patch! patch!
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Post by subunit on Apr 22, 2017 5:16:52 GMT
Interreflection of separate sets of validly placed rads should probably be a warning with reduced efficiency rather than a full-stop error. Maybe calculating the inter-reflection efficiency loss is impractical? Just a guess at why it does what it currently does. Could be, but the OP is gesturing at using the same rad type with the same fore/aft coordinates on the hull, so it shouldn't be a problem in that case- maybe if there were a function to divide a larger single set of rads into some number of "control groups" this would be easier.
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Post by subunit on Apr 21, 2017 5:27:42 GMT
I swear every month there's a new "best place to look for alien life" since they got that new method for finding planets. That's great, but what are they learning about these places other than "they exist"? They're learning how to write the porniest press releases to keep the funding flowing for basically useless projects.
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Post by subunit on Apr 21, 2017 5:24:23 GMT
Well, it seems like the Minimum Range parameter on your warhead isn't being respected, at the very least. Seems like it's definitely a bug.
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Post by subunit on Apr 20, 2017 4:32:33 GMT
Might help to post the stats for the relevant systems, I dunno.
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Post by subunit on Apr 20, 2017 3:36:50 GMT
Since you finished the mission without incurring any damage other than a little paint bubbling, you can go into your windows user directory\appdata\roaming\CDE and edit UserRecords.txt to give yourself gold, if it's bothering you.
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Post by subunit on Apr 20, 2017 2:18:42 GMT
You are not missing anything. The mission's victory conditions were set up before the AI knew how to ignore range (ie. use weapons outside the designer-specified engagement envelope). After the last update, the AI now generally ignores range when it's being attacked from outside the envelope of its weapons; the gold condition is probably impossible to get for this mission and so is a sort of legacy bug.
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Post by subunit on Apr 16, 2017 3:03:42 GMT
100-150k is probably extremely generous? $25 USD x 3800 owners = USD95k gross. After Steam's cut, taxes, etc, qswitched is probably taking home less than 50k. We're lucky we've got the support we've had so far. Lots of indie titles would have been abandoned already. That makes me sad TBH the game has not been well marketed. Steam marketing is kind of hit and miss, just depends on library composition and whatever the @#%*ing algorithm is that keeps trying to sell me hentai games (Because You Recently Played A Tactical Simulator: Would You Like Paizuri Kunoichi Rapeuman Simulator 9000??) wants to do that day. Big segments of the market that probably would have garnered another ~thousand or sales were missed entirely (eg milsimmers- still no SimHQ.com frontpage article, no mention on RPS' "The Flare Path", etc.. any review copies sent out at all?). Project Rho is really too narrow a community to carry many sales. I really hope CoaDE has been successful enough for qswitched to justify a sequel or major DLC expansion with multiplayer or a 4x layer, because I think that could draw in a lot more people. A "fresh release" would give a good excuse to do a wider marketing push, too.
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Post by subunit on Apr 16, 2017 2:42:59 GMT
100-150k is probably extremely generous? $25 USD x 3800 owners = USD95k gross. After Steam's cut, taxes, etc, qswitched is probably taking home less than 50k. We're lucky we've got the support we've had so far. Lots of indie titles would have been abandoned already. Steams cut is 30 percent off all profit,so it's more 70k, assuming we ignore the copies sold during a sale. From the Depths was (and still is) supported, and it's been out in EA for almost 4 years now. It sells for $20, but probably sold quite a few more copies over time. "After Steam's cut, taxes, etc"- even assuming qswitched has no other income, he's losing at least 25% for federal taxes on that 70k. Depending on jurisdiction he may be netting significantly less than 50k after state taxes etc. I have no idea what the value proposition is for him, but if he has a family to support and isn't making a ton of money in a dayjob, 50k for a couple years of work isn't exactly lucrative, especially given the skillset he's endowed with.
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Post by subunit on Apr 16, 2017 0:38:24 GMT
100-150k is probably extremely generous? $25 USD x 3800 owners = USD95k gross. After Steam's cut, taxes, etc, qswitched is probably taking home less than 50k. We're lucky we've got the support we've had so far. Lots of indie titles would have been abandoned already.
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Post by subunit on Apr 15, 2017 8:00:55 GMT
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Post by subunit on Apr 14, 2017 19:35:56 GMT
I don't think there's any documentation on this yet. I assume "OnlyWhenNodal" restricts missile launches on targets with inclined orbits relative to the AI fleet to the orbital nodes where the two trajectories intersect, allowing the missile fleet to match the target's inclination. Presumably you'd want to enable this on AI fleets you expect to be launching missiles without enough dV to ignore this kind of thing.
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Post by subunit on Apr 13, 2017 17:25:11 GMT
256t isn't bad either, but a 95t with a 600g flak charge is a mean little package. Why flak if it already has nuke? Nukes are far better than flaks in countering missiles.
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