Search found 203 matches

by Bromstarzan
Sun Oct 09, 2016 9:33 am
Forum: Off-Topic
Topic: I'm here - introduction
Replies: 279
Views: 39491

Re: I'm here - introduction

But seriously, lets just keep it 'Monsters' in FO. :wink:
Yep, like I said; I didn't know "monsters" was that deeply rooted/accepted in the SF genre. I totally accept this :mrgreen:
by Bromstarzan
Sun Oct 09, 2016 8:34 am
Forum: Off-Topic
Topic: I'm here - introduction
Replies: 279
Views: 39491

Re: I'm here - introduction

[EDIT]: @EricF: I like MUSO :D or just plain "UFO" (the other species have usually been identified somehow). I guess you missed my Godzilla(2014) reference. I can't believe I have to wait till 2019 for the next one. :( Pacific Rim was awesome too. Giant monsters AND giant robots! Can't go wrong the...
by Bromstarzan
Sat Oct 08, 2016 9:46 pm
Forum: Off-Topic
Topic: I'm here - introduction
Replies: 279
Views: 39491

Re: I'm here - introduction

hehe, that's a very elaborated answer to Mat regarding "kindergarten", thanks! :D What I meant was that the word "monster" sounds silly (a phrase being used by kids), but as I understand now, it is quite common within SF, so with my limited background within the genre, I withdraw my comment :mrgreen...
by Bromstarzan
Sat Oct 08, 2016 5:29 pm
Forum: Play-Testing Feedback
Topic: Right mouse-button-click flickering? (SOLVED)
Replies: 13
Views: 1114

Re: Right mouse-button-click flickering?

With v0.4.6 I no longer have this issue. Great! :mrgreen:
by Bromstarzan
Sat Oct 08, 2016 3:18 pm
Forum: Off-Topic
Topic: I'm here - introduction
Replies: 279
Views: 39491

Re: I'm here - introduction

1. Waves of brute force, ok got it. Looking forward to the implementation of fighters, eventually. 2. Got it, no real benefit chasing them down to aquire specials (at the moment). 3. Fair enough, lets stick to "Monsters" then. :D Having a blast in FO, as always! Thanks, MatGB, for your swift respons...
by Bromstarzan
Sat Oct 08, 2016 2:37 pm
Forum: Off-Topic
Topic: I'm here - introduction
Replies: 279
Views: 39491

Re: I'm here - introduction

1. How to effectively deal with (many) comsats defending a system you try to invade? Any good countermeasures other than just fleet force? I eventually decimated an Eaxaw colony with numerous Comsats circling the system, enough to invade and take over. However, I'm not sure I followed the most effec...
by Bromstarzan
Tue Oct 04, 2016 11:31 pm
Forum: Off-Topic
Topic: I'm here - introduction
Replies: 279
Views: 39491

Re: I'm here - introduction

Great stuff this new RC 046!
Just doing my first playthrough and like what I see :D
Thanks for great efforts to push FO to this new level. Will try to deliver useful feedback anytime soon.
/Broms
by Bromstarzan
Sun Oct 02, 2016 3:28 pm
Forum: Other Game Design
Topic: Locations as terrain effects
Replies: 7
Views: 1073

Re: Locations as terrain effects

Yep, I guess it would interfer with the available techs - being too similar.
What about if nodes with 5 or more(?) connectors received a +1 supply bonus?
Just throwing out ideas to inspire further thoughts on this.
by Bromstarzan
Sun Oct 02, 2016 6:11 am
Forum: Other Game Design
Topic: Locations as terrain effects
Replies: 7
Views: 1073

Re: Locations as terrain effects

Asteroids in a system might provide natural ship cloak when scanning from far off kind of like a hiding place or default amount if a ship doesn't have cloak. I was going to suggest something like this - a hiding place where you can conceal your entire fleet either by 1. just natural cover 2. using ...
by Bromstarzan
Sat Oct 01, 2016 9:13 pm
Forum: Other Game Design
Topic: Locations as terrain effects
Replies: 7
Views: 1073

Re: Locations as terrain effects

I like the idea! However, for us beginners, it is sometimes not easy to know what the effects do already. Hence, I usually play through a game not even noticing the local effects from such features as molecular and ionic clouds. I probably should, and if there was (maybe there is?) some sort of SitR...
by Bromstarzan
Wed Sep 28, 2016 10:50 am
Forum: Graphics
Topic: Dynamic annotations
Replies: 8
Views: 6665

Re: Dynamic annotations

Question is, who will do it and when/how? No idea. Good answer to a stupid question. Conclusion: I should do it :lol: Priority list? Whatever any individual feels like working on. Again, thanks for responding the obvious (I think I was floating high on the consumer clouds for a while :lol:) Who who...
by Bromstarzan
Wed Sep 28, 2016 10:33 am
Forum: Graphics
Topic: Dynamic annotations
Replies: 8
Views: 6665

Re: Dynamic annotations

Yep, sorry for not informing myself :mrgreen: .
So it is not just me then - good. Question is, who will do it and when/how? Priority list?
I know there's tons of other to-do's on the list. Wish I knew more on C++/python.
Who whould I talk to regarding dialog boxes?
by Bromstarzan
Wed Sep 28, 2016 9:58 am
Forum: Graphics
Topic: Dynamic annotations
Replies: 8
Views: 6665

Dynamic annotations

I've been suggesting this before and would just like to elaborate on it since I feel FO needs this feature (compare AI war). Heres's the feature explained with isllustrations: If you right-click on a system (in the galaxy map) a pop-up notebook appears and you are allowed to enter freetext. Example ...
by Bromstarzan
Tue Sep 27, 2016 4:15 pm
Forum: Graphics
Topic: Ship Hulls
Replies: 85
Views: 51144

Re: Ship Hulls

Yes, MatGB, I'm just reworking the art to my own personal liking. The artwork that has been done with the ship hulls up to date are impressive and I feel like I trash them (sorry) with this kind of image list (removing colors, details and general simplification). However, without the images already ...
by Bromstarzan
Tue Sep 27, 2016 2:59 pm
Forum: Graphics
Topic: Ship Hulls
Replies: 85
Views: 51144

Re: Ship Hulls

Like I said before, I'm pretty much sold on this. I'd like to see some more "interaction" between the blueprint and the slot positioning. Looking forward to trying them out in-game. :D Glad you like it! Yes, it would be nice to actually position the slots in visually logic spots (if the ship design...