Author Topic: Children of a Dead Earth  (Read 14324 times)

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Offline mikeck

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Re: Children of a Dead Earth
« Reply #90 on: October 04, 2016, 08:22:15 AM »
How does the sandbox work? I have not even looked at it. Do you have access to every tech immediately? Seems I saw something that you have to unlock things. Also, once unlocked, is there any type of limitation on what you can design? Meaning costs limiting the type of armor and such? Or can you design things however you want so long as they obey the laws of physics
"A government large enough to give you everything you want is strong enough to take everything you have."--Thomas Jefferson


Offline mikeck

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Re: Children of a Dead Earth
« Reply #91 on: October 06, 2016, 09:57:16 PM »
Just FYI, if any of you playing this are also reading Lumpkin's "Human Reach" books.
I found his website which has illustrations and specs on all of the Ships from all nations.

http://www.thehumanreach.net/ships_home.shtm
"A government large enough to give you everything you want is strong enough to take everything you have."--Thomas Jefferson

Offline Nefaro

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Re: Children of a Dead Earth
« Reply #92 on: October 07, 2016, 04:24:36 AM »
Just FYI, if any of you playing this are also reading Lumpkin's "Human Reach" books.
I found his website which has illustrations and specs on all of the Ships from all nations.

http://www.thehumanreach.net/ships_home.shtm

Turkey Basters of death.

Offline Jarhead0331

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Re: Children of a Dead Earth
« Reply #93 on: July 01, 2018, 07:55:08 PM »
Been a LOOOOONG time since I've touched this one, but it got a pretty impressive patch today. I'm thinking I will jump into this again...its like Cold Waters in space.

Quote
Highlights

- Fully Featured Level Editor

- Flattened Ship Armor "Wedge" Shape

- Multibarrel Guns and Preloaded Guns

- Multiengine Gimbals

- Better ship space efficiency

- Sandbox Instant Action

- Pre-aimed guns in combat

- Many, many bug fixes



Full Changelist

1.2.1 (6/1/2017)
- Level Editor
--- Levels, factions, celestial bodies can all be edited and put together into a single campaign, which can be exported to Steam Workshop and played by other players.
--- Existing celestial bodies and factions can be reused, or new ones can be created.
--- Can customize celestial bodies' ring textures, body textures, body model, or can create new bodies which reuse core game textures, models, etc.
- Design
--- Wedge Ships - Ship armor aspect ratio can be modified to yield flattened ship shapes. Only for non-cylindrical armor.
--- Multibarrel Guns - Projectile weapons can have many guns per turret, which can distribute heat and provide scatter fire patterns.
--- Preloaded Cannons - Conventional cannons have all munitions preloaded now, so with multiple barrels, can act as a turreted blast launcher.
--- Multiengine Gimbals - Engines can be stacked many to a single gimbal. This allows very dense rockets, and much higher thrust per area.
--- Space Efficient Attaching Modules - Attached modules fit better. For example, with two propellant tanks side by side, weapons use the space above and below better than side to side with the tanks.
--- Dodecagonal Cross Section - Twelve sided ship armor, which functions as angular but near-circular armor.
- Gameplay
--- Instant Action - New option in Sandbox which starts both fleets out in combat at their max weapon range.
--- Can now use missiles or drones directly in Sandbox.
--- Guns start combat already aimed at their target. Very useful for large, slow-turning guns.
--- Some AIs have the option to ignore range for launchers.
- UI
--- Mod Designs, User Designs, and Core Designs are split apart in lists for easier reading.
--- Option to watch the ending from the briefing menu if you've beaten the game (due to a bug that may have disabled the ending previously).
- Mods
--- Can switch between campaigns in game.
--- Exposed more properties in Limits.txt, including the total number of armor layers allowed.
--- Mod resources and Steam Workshop Items with now have priority over default resources with the same name, including Audio, Textures, Models, and Fonts.
--- Steam Workshop - All resource files can be read in from Steam Workshop, including font files, so language conversions can be loaded from Steam Workshop without any extra steps (if it has the font files).
- Other
--- Countless bug fixes, including missiles exploding as soon as they launch, Blast Launcher being able to reload, incorrect armor mass with partial armor, numerous typos, some material property fixes, ending not playing properly, Saturn's rings rendered wrong, and many, many more.
--- Countless crash fixes.
Grogheads Uber Alles
Semper Grog


Offline Nefaro

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Re: Children of a Dead Earth
« Reply #94 on: July 02, 2018, 01:46:20 PM »
Interesting..

Thanks for the heads-up, Jarhead.  Have had this on my wishlist for awhile.  This update moves it up on my Estimated Time To Purchase scale.  :)

Offline Jarhead0331

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Re: Children of a Dead Earth
« Reply #95 on: July 02, 2018, 01:56:40 PM »
Interesting..

Thanks for the heads-up, Jarhead.  Have had this on my wishlist for awhile.  This update moves it up on my Estimated Time To Purchase scale.  :)

It is a FANTASTIC game...but, caveat emptor...It is complex, unforgiving and very very difficult. If you can get passed all that, though, it gives a much more authentic feeling experience to what deep space ship on ship combat will most likely be like at a time when such things are in their relative infancy.
Grogheads Uber Alles
Semper Grog


Offline Skwerl

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Re: Children of a Dead Earth
« Reply #96 on: July 05, 2018, 07:58:55 AM »
I've tried to learn this game twice, but gave up in frustration both times.  Apparently I lack the necessary mental acuity.  That's a shame, because I love the concept.