Astro Galaxy - a realistic space exploration game
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1  Feedback Terminal / "Bugs" and Problems / POW update issue on: April 03, 2015, 02:59:54 PM
Hi,
after talking to POW to hire them for your ship, there is no update on the main screen.
so it looks like those POW are still in the cargo bay.
you need to trigger a refresh yourself to make them dissapear.
This problem is new after the implementation of the new framework.

S.
2  General Talk / News & Strategy / Re: Upcoming update final touches on: March 29, 2015, 11:03:22 AM
soon soon soon
I look forward to the new updates...
3  Caffe / Game Room / Re: mysterious encounters on: September 03, 2014, 01:43:49 PM
oh boy. just captured myself an Alien research center mk IV....
2625 RP/hr for 25000 people in it.... must be kidding me.

I have modules producing 11000 RP/hour and more for 750 people in it.

Alien Ant technology I suppose  2
4  Caffe / Game Room / Re: mysterious encounters on: August 31, 2014, 03:25:56 AM
nope no selling as long as I don't know what it does  15
5  Caffe / Game Room / Re: mysterious encounters on: August 30, 2014, 03:44:52 PM
found until now:
Alien Zero-Point module, Mk I    
Alien AI-Core module, Mk I

no clue what it can do....
6  Caffe / Game Room / Re: mysterious encounters on: August 28, 2014, 02:30:58 PM
yes, I'm already on the third one.
these aliens seem to have a real problem with navigation  laugh

first got me 7000 m3 of fuel, the other 2 are still running...
7  Info Terminal / Updates / Re: Star maps & Navigation update #2 on: July 01, 2014, 12:06:13 PM
In my opinion the best update so far...  rockon
8  General Talk / News & Strategy / Re: Clean Up Project on: June 09, 2014, 04:11:33 AM
If I remember correctly I saw a thread on this forum about ships dissapearing after a time even when the mission was not complete.
Could there be a correlation? Maybe when Sir Emi fixed this that all ships came back?
Otherwise you found a Bermuda triangle in space JJL...  19
9  Feedback Terminal / "Bugs" and Problems / Re: Battles Ending on Their Own on: May 31, 2014, 08:49:11 AM
Sorry, not me either. I'm also more on the victim side of the story in this :s
I have a double pirate mission where there was only one hours before...
Ah well, part of the game I suppose.....
10  Feedback Terminal / Suggestions / Re: new GUI on: May 23, 2014, 12:28:59 PM
drag and drop would indeed be a whole new technology used.
 you don't have to explain me, doing that for making money in RL 1

about the multiple install: it is not necessary to select multiple positions; you just can fill empty spaces and follow a kind of left to right logic...

all other suggestions: yes please!! gonna get some QP to invest in the project already  1
11  Feedback Terminal / Suggestions / new GUI on: May 22, 2014, 04:43:20 PM
Hi,
are there any plans for a project that does some update on the web interface, so that it becomes more user friendly?
I think I already started a topic about this a year ago, but I really miss some features.
example:

- a screen where you can drag and drop modules between 2 places (ship to ship, ship to station, station to surface,....)
 most actions already exist like scoop/install/deploy, but would be much more intuitive with a drag and drop interface...
the same interface could be used to drag and drop cargo between 2 cargobays (ship to ship, etc...)
 
- filterable dropdownboxes; when you have to search an item in a list it now is a pain in the *** to find the right item

- and maybe more?


S.
12  Info Terminal / Updates / Re: Mineral/Gas deposits regeneration completed! on: May 03, 2014, 09:08:22 AM
just found my first mining mission.
so there are some around...
13  Info Terminal / Add-on projects in progress / Re: Mysterious encounters project on: April 19, 2014, 03:30:41 AM
I was wondering about the salvage ships part already, but they are available even there... lol.
14  Feedback Terminal / "Bugs" and Problems / Top Ranking / Ship Power on: April 18, 2014, 11:18:47 AM
Hi,
I noticed that -since modules can be deactivated- the ship power in the 'top ranking' fluctuates like hell.
wouldn't it be better to count the ship power including the deactivated modules?
I think that would (my opinion) give a more correct result of the position of a player in the ranking.

second thoughts?
S.
15  Info Terminal / Updates / Re: Combat revamp project completed on: April 16, 2014, 10:34:40 AM
Sounds ok for me, except the 'or' part. Will it be highest module first on equal power? Or random?
S.
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