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Messages - GLI

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Quest Database / Re: 'The Runners' by Cthulhu
« on: March 12, 2017, 08:55:00 PM »
How am I supposed to do the first objective within the given time limit? In my Tarsus I ran out of time on the trip back - on both tries. I imagine that if I had a faster ship... but even then I suspect that I would just barely make it in time

Don't use autopilot function. Hit afterburners and fly "manually" - it will let you to save a lot of time... ;)

General / Re: Hidden Asset development log
« on: February 14, 2017, 09:40:06 PM »
There's maybe a bug or two...


BTW It is amazing some games require drinking water, eating food and sleeping (like Fo:NV in hardcore mode) but no peeing and shitting... :o

Bugs / Re: Can't talk to hunters to finish mission
« on: March 07, 2016, 09:48:08 AM »
There's a raid on a Kamekh that I somehow survive solo, which pretty much all my systems destroyed. I fly to the rendezvous to talk to the hunters waiting to start the mission at another nav point, but although I can communicate with them I just get the standard "stranger" communication with them, not the mission starting one, so I can never complete the mission. Is it because all my equipment is obliterated for some reason?

Did you managed to destroy Kamekh? Is this mission marked as not completed (or actually not marked as "Completed") after you land somewhere and/or leave that system?

Development Discussion and Suggestions / Re: Too much pepper
« on: February 23, 2016, 12:26:36 PM »
I was in the cockpit, GLI... maybe you mean that they can't go fully in? But the "X" cargo craft only has three lateral tiles of cockpit space and the next is the doorway, so I couldn't step out of melee range, if that's what you mean.

Hmm... looks like hostile NPCs are able to close follow PC during combat mode. We can't just "shut doors" before their faces. Only possible thing is running around and praying for "miss a shots" (if they have ranged weapon).

Or... if you happen to be wearing a helmet, maybe the player could remove the helmet and they're no longer blinded (until they're sprayed sufficiently again). Like a given helmet could have a hidden BLINDED value similar to health, that shows up on the blinded meter when sprayed. Could allow for enhancement headgear of other kinds, like targeting assist, melee assist, night vision, seeker vision (missions where you have to find people who show up on the vision because they were "painted" by a laser)... :)

Helmets should have "face cover" like this:

Bedsides, using pepper spray in closed rooms is not smart (user could be affected by pepper too).

Pepper spray is not a gun:


Development Discussion and Suggestions / Re: Too much pepper
« on: February 22, 2016, 09:07:20 PM »
I have a character that's blinded by pepper spray and they're basically... Should I start over? I've got some pirate guests on board slowly punching me to death and I can't even fire blindly at them. I can't tell if there's some way to fight back.

There is some slim chance to (blind) escape to cockpit. NPCs cant go there so you can wait. Of course combat mode is still active so you must "walk away" blindness.

If you still have older version of the game then it can be problematic if opponents "accumulated" combat time...

Development Discussion and Suggestions / Re: Zepyranth - Iridion imports.
« on: February 20, 2016, 12:35:52 PM »
Feels a little counterintutive that slaves are not imported.
Sex workers and human trafficking often go together.

Illegal stuff are not listed on import/export charts. If such things are not banned then you can always sell it for good (regular?) price.

I don't remember but I think I've never seen "slave commodity event". It was for uranium/plutonium/weaponry but not for slaves.

I'm using some "mind trick" because of lack better options in game - I'm selling slaves (captured hostile pilots and from looted cargo of pirate ships; zero cost of buying means full profit) pretending I've got some compensation for freeing them (but never on pirate bases).

We have official release version:

Iiihaaa...! ;D

Everything Else / Re: Spoiler Warning for Star Wars
« on: February 03, 2016, 02:27:20 PM »
Origin of BB8. True story, bro...


Had to check the code... Yes, part of the reinitialization code removes characters on your ship. I don't remember exactly why I did this (it's quite a few years ago that I coded that!), but it was probably to avoid being stuck with a mission character on board your ship that you couldn't get rid of or something along those lines.

For "Taxi" missions it could be problematic to get rid of passenger when mission was removed during "re-initialization".

Captives (for Bounty Missions and others) are different story because we can sell them. Right?

Development Discussion and Suggestions / Re: Ascii Sector v0.7.2 testing!
« on: January 24, 2016, 10:30:01 PM »
Yeah, when missions are reinitialized (this happens when a new base has been added to the game), all current missions are wiped.

I was pretty sure I've got captives in old save but I wasn't able to find them until I've run old version of the game. It occurs that re-initialization in 0.7.2 removed all captives from my ship. Is it normal or just a bug?
(save on Mega)

OK! So far, so good. Now we're wait for replies of Linux and MacOSX users... ;)

Development Discussion and Suggestions / Re: Ascii Sector v0.7.2 testing!
« on: January 23, 2016, 08:23:18 PM »
Having you automatically switch positions with NPCs that you have no business with anyway, but still talk automatically to characters you do have a reason to talk to is more intuitive and user-friendly.

Sooo... NPC cuffed during fight will be marked as "reason to talk", right? When uncuffed they will no longer talk "please, don't kill me", right? Oh boy! I will miss those rides on pirate bases... ;)

Development Discussion and Suggestions / Re: Ascii Sector v0.7.2 testing!
« on: January 23, 2016, 01:38:33 PM »
The way the automatically switching positions with NPCs was supposed to work was that you only do it automatically with NPCs that don't have any dialogue and will just brush you off, so it wouldn't automatically make you switch positions with mission character and fixers and such. But I messed that up. I've tracked down the issue, though, and it shouldn't be too hard to fix.

Don't forget about "Help" screen. Information there is for old behavior when player must hold "S" to switch positions with NPCs. I hope it will be "simply reverted" - hold "S" to talk/interact.

Development Discussion and Suggestions / Re: Ascii Sector v0.7.2 testing!
« on: January 23, 2016, 10:12:31 AM »
Hmmm. Switching between fullscreen and windowed mode is instantaneous on my system. Let's see if other people also report that issue.

Probably my "firewall" must learn how to deal with "new" application. Right now it works instantly.

As to the movie player crash, you wouldn't happen to have more than 90 .asc files in the /movie directory, would you?

Exactly 91 ASC files... ;D
With 90 only it works.

- You now automatically switch positions with random NPCs without having to hold down 'S'.

OK, it works... but then how to interact with NPCs?
It was mentioned here:
... that it's not possible "in old way".

And how to interact with captives?

Shouldn't "S" key work as opposite to previous behavior? Like: "Hold S to talk/interact with NPCs?"... ???

Other thing: Quine 5000 is cleaned with missions - all unfinished missions are lost. Is it normal while "re-initializing universe" (commodities and missions)?

Development Discussion and Suggestions / Re: Ascii Sector v0.7.2 testing!
« on: January 22, 2016, 09:20:09 PM »
Here's the release candidate for v0.7.2. Please let me know if you have any issues.

I've had some issues with switching between fullscreen and windowed mode (after Alt+Tab long time black screen until content was displayed) but it might be my local problem with security software (firewall with application control).

Real issue is "Movie player" - it doesn't work. When I've tried to use it then I saw this message:

Every time I'll try it's the same error message.

So far no other problems but I don't have much time right now.

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