On the new laser drills for SVs, I think the materials requires are wrong vs the unlock level making the unlock level pretty much pointless. They have the same kind of material requirements as the level 20 HV drills (reasonable as same thing but why then is one unlock level 10 and the other 20? As far as game progression goes (ie how people play the game and progress in terms of finding new types of resources) then this basically makes the additional of laser drills at level 10 pretty much useless. You wont be able to reasonably use these for your first asteroid mining (well,, there is always the planetary remnant POI I guess, which I dont think should be in the game anyway and really only seems to be there as a fix for poor progression of resource needs). I also do not understand why they didnt take the simpler and for many probably more desirable approach of simply enabling the HV equipment on SVs such as done with the RG and EE mods and likewise enabling SV weapons on HVs. Regular mechanical drills work far better than buggy laser drills and seem to me to be far better suited to an SV. Also why no large drills on an SV - despite their odd vertical asymmetry, they actually work well on an SV. They have said they are short of IDs and yet here we are - ID going to waste for no good reason at all except I guess to retain their PvP nerf bat which is all CPU has ended up being.
You can still have a piece of Anniversary Cake as a consolation... it may even get an update for August !
Это потрясающие работы! Я все еще могу идти на корабли во время его полета. Видимо, я не могу ждать. I waited 5 years for the water to become real alive
"Exchanged static warp drive screen with dynamic warp drive effect" Enfin il a fallut 6 ans d'Alpha!?
Also the ordering of the AllowAt on some new entries are wrong in blockconfig.ecf. Some new entries are stated as "GV,SS" when they should be "SS,GV" in order for them to be correctly translated to "HV,SV" for display. I cant remember which ones, but a text search will reveal this easily. I noticed these when I was merging the update changes with my EE mod changes. If you check these items in game, then you find they didn't translate properly. I suspect one or more of your devs needs to be told how to add (and test!) new entries given the number of issues you had with 12.3 experimental and icons, templates etc.
I like the new warp animation, but it would be very nice if the vessel is still shown (as this would be even more immersive) so that: this: becomes this: instead of this:
As a programmer, this makes me scratch my head. It's the kind of thing you would expect on a console like the original Nintendo where things need to be crammed into small areas of memory due to fixed hardware limitations. How are ID numbers used by Empyrion hitting a limit? We're up to 64-bit computing now...a 64-bit integer can hold over 18 quintillion values. I am confused.
Just 30 in two months? I did that number in one day looking for invading trees! With all that testing the tree's still won. I will keep my chain saw handy at all times until the invading army of Ents are eradicated! I thought for sure I beat their army once before in LOTRO
They Held Empyrion You Uniquely Stand Exhausted Perfectly As Common Killing Assets Goes Enough Sometimes...
Why are you so cruel to us? You should give these human civilians to us too. so that we could put crew members walking in our ships. and make other girls too, to have varieties of races, and peoples. like a cook girl, along with the stove, to cheer us up. some waitresses at the tables, and some girls together sitting at the tables, and benches, and sleeping in the bunk beds . so far there are only men. Please don’t torture us. We won’t last long.
Ho! Hahaha! What a funny coincidence ! I didn't even notice that. Funny keyboard... Jokes aside, I can wait to read their answer to @sloe 's question, when and if they will of course. Aren't you curious yourself ?