For anyone wondering how to fix the editor crash in 1.14. (This requires a 1.12 download to complete). After unpacking the 1.14 version, create a folder in the main game folder called Ships. After that's done, go into your 1.12 version folder, Objects>Designs and copy the Test folder to the same place in the 1.14 version. For good measure, go ahead and set the .exe to run with admin permissions too (do this at your own risk, of course). That should eliminate editor crashes
After reading the above comment from ThorValhallen and being unable to find a 1.12 copy, it looks like creating a Ships folder in the main directory will at least allow you to create and save ship designs that work in the campaign, though trying to test them in the designer still results in a crash.
Spoofman. The game has just been released. And you're blabbering everything you hate about the game here, which suggests you're just a frickin pirate. Give suggestions to the developer after buying the game rather than being an idiot here.
Of course I had! I am not going to point out which Steam thread post though; this Disqus account of mine is a burner, and I won't associate it with my Steam account. That said, don't fricking assume that I haven't been suggesting things to the developer.
That said, that problem happened to me because I haven't made a ship with "valid" statistics yet, e.g. enough fuel to get 1 km per 1 ton or something like that. The editor has a problem saving ship designs that are still work-in-progress.
yo my game runs in like 10 fps or so. even in low setting. my laptop can play Witcher 3 low setting no problem. is there are any performance fix that i need to do?
You sure you want to? The game slows down the gameplay to match your computer's capability - effectively giving you a slow-mo buff so that you can shoot down incoming missiles, or even enemy cannon-fire.
Thanks for updating to v1.11. Much needed quality-of-life features that should have been there from the start, like updating the game-save when exiting the game.
=SHIP READY TO USE ON YOUR MISSIONS= Installation: https://drive.google.com/file/d/1M-8rJl5GsSk1KNLvh8Yjbi3wLA6ivUuc/view?usp=sharing Go to your Main HighFleet folder and find the folder named "Ships" easily drop the file there and your good to go. you can check them or modify/Tweak them however you want in the SHIPWORK option -Caprica_BattleCruiser- Pros: Speed run to Victory Double Layered Armor(made a few edits by me) Full of Firepower enemy gets erase with a one click Salvo rounds(best to use ArmorPiercing rounds shreds them like paper) Easy to use, point and use left and right click to fire all your guns Doesn't need to be repaired often since your thick and hard Cons: No Flares No Missiles Needs lot of Fuel, range of movement short Slow Big Boi if ever you want it repaired it will take a LONG time New Game Cost: 600890 Gold Thanks to Original Creator: More can be downloaded on their official MicroPose Discord Channel including this one https://discord.com/invite/SKATmFPnGs
Also, screw that chonker. You might want to add another major con: it won't be landing in any city. The cities are not procedurally generated to have enough horizontal space for a ship that size. Any landing for that ship would be so awkward, it risks putting too much weight on any of the legs because not all of the legs will be in contact with the ground. That also highlights a major problem with the game that is still around: there may be a combat tester, but not a landing tester.
no need to land the ship, you can just press the ok button and don't select any ship, you can still equip/repair buy or sell, wait you don't know that?
I know that. Plenty of waiting for repairs or installation though - I don't much care for waiting, even with the time-acceleration feature. Also, if you are not going to land it, why bother having the legs at all?
because when you are attack by an enemy missiles, you will be in a landing position to shoot the rockets or missiles flying towards you for some reason i cant even fly in this mini game maybe its preventing me from doing that, and when you remove the legs it will damage the armor since your heavy and your in contact of the ground so at least those little legs will protect them that's their purpose.
finished the game on hard using this ship, had to only repair it for like 7 times, with total repairs of 19hrs mostly damage are just the legs and those antennas on top and nothing else. i haven't tried using this ship against the strike fleet yet.
Ah.... But how did you get the money to bring it into the campaign, hmmm? At a cost of 600000 monies, the player would need to have a large bonus at the beginning to bring it into the campaign. So that would involve editing the save-file, or playing the campaign to either completion or deliberate game-overs to accumulate the bonus. Which did you do? Also, the fueling would have been very long, and without cheating, you would have to make many stops considering the range of the ship. Did you wait for the fueling... or did you use that fuel top-up exploit?
Ah... Man, you are missing out on a lot of the campaign's complications and complexities if you play like this. Also, with that kind of speed, you wouldn't have been able to attack a city without raising an alarm and having the strike groups come after you. Did you come under attack by enemy planes?
a lot and even missles, there easy to shoot down with the miniguns but you have to check your radar and or just turn off the search radar so that you would be unnoticeable by detection as what in the tutorial instructed avoid them cause i heard they have 300m cannons that you cant even find in the shipwork, the ones we have are those 180 ones, that's what im gonna test out today if ever they drop those 300m weapons as loot when you destroy them.
Ah... you got lucky. The squadrons can number up to nine planes, and there could be more than one squadron if you have taken a path in between two enemy carriers. You wouldn't have been able to shoot out the bombs, not without a dense volume of fire. The bombs have far smaller hitboxes (smaller than cannon shots, even) and each can take the damage of a tactical missile. With that chonker's dense volume of fire (yes, I have tested it), knocking out the bombs from just one wing of planes (every wing is one to three planes) would have been easy. However, with six or more planes in a squadron, there will be more than one wing making passes from different angles, and any ship can only ever fire in one direction.
I have fought many strike groups. Before I explain that, I will explain this: whenever ships are encountered, or to be more precise, appear in a battlefield instance (either in an actual fight or in a missile/plane raid scenario), the game will make a PNG of every ship and include it in the save-file, with a file-name associated with its scripted name in the campaign's coding. The PNGs can be examined to check their loadout. None of the ships that I have encountered have the 300 mm cannons. Hard difficulty does not introduce these either. It just increases the severity of the opposition. Nothing uses the 300 mm ammo, because the weapons that use them are not even in the game yet. The ammo in the shops is just a teaser. They are useless at this time of writing.
Like I have said, the game only has a ship-to-ship tester. It does not have testers for any other scenarios, like landing, missile attacks and plane raids. Also, I would just drop the large fuel tanks for clusters of small ones instead. The large ones block shots and they are very heavy - no wonder the original design took so many blows to the right end.
Using the reinforced hulls as armor substitute is workable, but reinforced hulls still take full damage from the 37mm and 57mm guns. It's going to have trouble dodging cross-fire from many directions.
And then Froggie's game crashed. There were problems with large fuel tanks that are adjacent to each other. It is likely that players that made phallic ships discovered that bug first. v1.11 fixed that. So there are now more phallic ships. Yay.
The game has crashed on me five times already. I do not know the cause; the crashes do not seem to be replicable. There are also problems arising from obtuse designs that can seem like bugs. For example, when installing components using the shipworks of a city in the campaign, the statistics that is contributed by that component is not the correct one, i.e. the statistics of an undamaged device. Rather, the statistics is that of a heavily damaged device, i.e. close to losing all durability and being destroyed. Only after the device has been installed, the correct statistics are shown. Then, there is a problem with making large fuel tanks that are immediately adjacent to each other. The game will try to fuse them together into the same huge fuel tank if they can form a contiguous rectangle, but if they cannot, two large tanks appear. This would not have been a problem, if not for a glitch in the sprite-changing of the fuel tanks that causes the game to crash whenever the player tries to modify a ship design that appears to have large fuel tanks that are adjacent to each other.
The aforementioned problem with large fuel tanks has been resolved in update v1.11. Many other problems remain at this time of writing, however - like fuel tanks being completely replenished for a ship when changes to its design are reversed with the Undo button.
The strike groups are loaded with cruisers - some of which have the 300mm cannons that none of your starter ships can have. Fighting them with your fleet's ships would be a mistake... ... unless you soften them up with tactical missiles and aircraft loaded with 250 kg bombs. They are terrible at dodging high-speed ordnance (yes, including those 250 kilo bombs - even when they are already in the air). Still, you might want to knock out as many of them as you can until there is only one ship remaining - then have your ships get the "honor" from finishing it off. (On their own lonesome, single cruisers are laughable. They are like those bosses in the Raiden shoot-'em-up games, i.e. huge punching bags that don't even try to dodge. You should be able to hit them even from 800 metres away and dodge their return fire if you are using attack frigates.)
Sure. You can ask me some more too, if you want. I think I have just about everything gameplay-related in the game learned - like a bug that causes delay between firing multiple tactical missiles of the same type.
Beautiful roleplaying aspects, gets you easily into the lore if you like that kind of stuff, but the game itself is lacking gameplay wise, even though it's pretty good. I also have performance issues during battle, i think i got fooled thinking it would have good performance due to it's 2D gameplay, but I remember Ori also had issues with layer animation, so I still hope this game will also be optimized after a while.
The player cannot do that in the build that IGG has uploaded here. UPDATE: Even with v1.1, this is still shit. All of the graphics options are placed on the same slider, with the first notch taking away the most frame-rate taxing option. There are no separate items in the menu for different graphics options.
One word of warning about the "Shipworks" mode that is shown in the main menu. In the test matches, the fuel that the ship has is not simulated; it has unlimited fuel. Therefore, the testing does not include the factor of battlefield endurance, which is a thing in the campaign mode. That said, you really need to build your own ships and bring them into the campaign as your starter ships. The stock ships suck. I am not certain whether the game will throw ships of your own designs at you though. On the other hand, if you designed your ship because you know you "got gud", any ship that the game would throw at you wouldn't be a problem. The CPU-controlled ships can never jink, dive and lead shots like a good player can.
If you want to succeed at the game, you will have to learn enough about how the ships and their components work - not an easy task, due to the game being obtuse and odd about how it displays information. For example, the tooltips that appear when examining components in the fleet's hold and those that appear on the image of the ship itself in the ship editor give different informatiom. There are even mistakes. For example, the range for the ELINT sensor in this build in IGG is wrong; it shows 1 km, even though the actual range is around 625 km.
No graphics options either. I would have preferred to turn off so many things like the particle and rain effects, which just obscure my view of the ships. Also, this game's mix of 2D graphics is surprisingly taxing. So many layers of artwork to animate.
I ... can't stand the Lunar Lander segments. The game shows you the vertical speed of the ship that is being landed, but doesn't show horizontal speed. If it had shown horizontal speed, it would have been much easier to avoid overshooting landing zones. Also, why do the ships also fucking enter lower atmosphere at exactly the same spot over the same location? This is stupid.
I know about the overlay. There is no readout for anything about horizontal speed though (be that for the ship or the wind), at least not until the last 200 m. Only vertical information, like height and falling/rising speed, is shown. Only at the ast 200 m, a circle with a marked radius shows up. It's unclear what that is, but I guess that is the wind outside of the ship. In other words, the overlay, as it is now, is not enough. There should be something showing horizontal speed too, maybe at the top of the overlay. That said, please don't assume that I don't know what is happening in the game, like the other person had. I am scrutinizing every damn thing, including the manual of the game (which is not detailed enough).
Horizontal speed? Altitude is clearly shown and you complain about height speed? If you want to play something unrealistic go play R-Type or so. WTF...
Vertical speed does not give anything on horizontal speed. All the data that the game shows in the UI is information on vertical positions. That's all that I will say to you, you fucking ignorant piece of shit. If you have been more polite, I wouldn't be pissed. But no, you have to be a rude bastard. You just got into my blocklist for that. Fucking rude ignoramuses - too many of them in this world.
Biggest disappointing feature would be only being able to use one ship at a time, like the AI is there for the enemy ships to function just give me that bloody AI but as allies.
Yeap. "Fleet" in name only. But then... considering how stupid the enemy ships can be (I have tricked them into firing on each other quite a number of times), having computer-controlled allies would be awful. That said, having multiple ships is the reason for having detachments. You can split ships off ahead of each other (especially away from the really slow flagship).
i was wondering why this looked familiar didn't know the hammerfight dev made this. idk. the ui is very immersive but a bit annoying utilitarian wise. also it seems very odd you only send 1 ships one at a time to fight while the enemy gets to have them all out at once. some of the graphical shit like the stormy fights also seem a bit annoying cuz i can't see shit. i guess it's to give you a reason to have the radar items? the aiming is also wonky cuz for some reason they restrict it to your vehicle instead of having a standard mouse aim cursor targeting system. idk i haven't played hammerfight in a while so i don't remember if they used a similar system. not having key rebinds or a substantial options menu (unless i missed it or if it's only in the opening menu screen) is a bit annoying too.
How do you play this? I started a game, the first thing it does is fuel you up and send you on a flight north, you don't have enough fuel to get there.. Then it says you have to turn around to go back and get fuel, but you don't have enough fuel to go back, and I can't figure out where to get fuel or how to stop anywhere in between to get anything.. Edit: Nevermind. I just realized you can zoom in to the map, for a finer view. The landing zones are rather hard to hit when zoomed all the way out.
(13:00) It is a bit comical that the fleet officer seems to be able to point to the exact portion of the user interface while still looking at the player. Fantastic fourth-wall breaking.
Oh no. Oh no... Looking at this game gives me memories of the games with Lunar Lander controls that I have played. None of them were pleasant experiences to me.
Yeah, it's like the cutscenes from Homeworld: Deserts of Kharak. Hard to tell if I am looking at sprites or 3D models. (They are spliced 2D artwork with animation splints, by the way.)
The dev did a nice work on most of the game. Even the dithering removal looks really cool, like that FPS Prodeus. It's just a little bad that he made the game lack on settings and for 2021 standards... It plays a little poorly. Don't even have any manual saving.
this is just a 1gb download game/??? the game is absolute garbage for trash, the UI is lame and it wont fit ultrawide. thanks i didnt spend a dime on this lame shit.
You don't. They are different games from different times, but the fact that when you fire your guns they are identical in that respect plus you do not have any freedom beyond the screen space. Too arcadish for me. There are better games of the genre. Back then, Asteroid was truly fun as it was.
Many of the times loved it, I only played it through a used Commodore 64 from an attic storage item to know about it. They were called catridges just like old nintendo games or sega games. Today, they are hot collectibles. One even sold for millions. Yherg, you're too young to be playing this.
It's almost like the people that woke up to the concept of cyberpunk games after Cyberpunk 2077 came out and just could not say anything other than those that followed being ripoffs
(God bless the ssethzeentarch effect)
any fix?
That said, don't fricking assume that I haven't been suggesting things to the developer.
That said, that problem happened to me because I haven't made a ship with "valid" statistics yet, e.g. enough fuel to get 1 km per 1 ton or something like that. The editor has a problem saving ship designs that are still work-in-progress.
The game slows down the gameplay to match your computer's capability - effectively giving you a slow-mo buff so that you can shoot down incoming missiles, or even enemy cannon-fire.
Installation:
https://drive.google.com/file/d/1M-8rJl5GsSk1KNLvh8Yjbi3wLA6ivUuc/view?usp=sharing
Go to your Main HighFleet folder and find the folder named "Ships" easily drop the file there and your good to go. you can check them or modify/Tweak them however you want in the SHIPWORK option
-Caprica_BattleCruiser-
Pros:
Speed run to Victory
Double Layered Armor(made a few edits by me)
Full of Firepower enemy gets erase with a one click Salvo rounds(best to use ArmorPiercing rounds shreds them like paper)
Easy to use, point and use left and right click to fire all your guns
Doesn't need to be repaired often since your thick and hard
Cons:
No Flares
No Missiles
Needs lot of Fuel, range of movement short
Slow Big Boi
if ever you want it repaired it will take a LONG time
New Game Cost: 600890 Gold
Thanks to Original Creator:
More can be downloaded on their official MicroPose Discord Channel including this one
https://discord.com/invite/SKATmFPnGs
The cities are not procedurally generated to have enough horizontal space for a ship that size. Any landing for that ship would be so awkward, it risks putting too much weight on any of the legs because not all of the legs will be in contact with the ground.
That also highlights a major problem with the game that is still around: there may be a combat tester, but not a landing tester.
https://www.youtube.com/watch?v=IYIocuZVeTo
Also, if you are not going to land it, why bother having the legs at all?
So that would involve editing the save-file, or playing the campaign to either completion or deliberate game-overs to accumulate the bonus. Which did you do?
Also, the fueling would have been very long, and without cheating, you would have to make many stops considering the range of the ship. Did you wait for the fueling... or did you use that fuel top-up exploit?
Also, with that kind of speed, you wouldn't have been able to attack a city without raising an alarm and having the strike groups come after you.
Did you come under attack by enemy planes?
You wouldn't have been able to shoot out the bombs, not without a dense volume of fire. The bombs have far smaller hitboxes (smaller than cannon shots, even) and each can take the damage of a tactical missile.
With that chonker's dense volume of fire (yes, I have tested it), knocking out the bombs from just one wing of planes (every wing is one to three planes) would have been easy.
However, with six or more planes in a squadron, there will be more than one wing making passes from different angles, and any ship can only ever fire in one direction.
Before I explain that, I will explain this: whenever ships are encountered, or to be more precise, appear in a battlefield instance (either in an actual fight or in a missile/plane raid scenario), the game will make a PNG of every ship and include it in the save-file, with a file-name associated with its scripted name in the campaign's coding. The PNGs can be examined to check their loadout.
None of the ships that I have encountered have the 300 mm cannons. Hard difficulty does not introduce these either. It just increases the severity of the opposition.
Nothing uses the 300 mm ammo, because the weapons that use them are not even in the game yet.
The ammo in the shops is just a teaser. They are useless at this time of writing.
https://www.youtube.com/watch?v=ulBil9TSeIM&t=1217s
Also, I would just drop the large fuel tanks for clusters of small ones instead. The large ones block shots and they are very heavy - no wonder the original design took so many blows to the right end.
There were problems with large fuel tanks that are adjacent to each other. It is likely that players that made phallic ships discovered that bug first.
v1.11 fixed that. So there are now more phallic ships. Yay.
There are also problems arising from obtuse designs that can seem like bugs. For example, when installing components using the shipworks of a city in the campaign, the statistics that is contributed by that component is not the correct one, i.e. the statistics of an undamaged device. Rather, the statistics is that of a heavily damaged device, i.e. close to losing all durability and being destroyed. Only after the device has been installed, the correct statistics are shown.
Then, there is a problem with making large fuel tanks that are immediately adjacent to each other. The game will try to fuse them together into the same huge fuel tank if they can form a contiguous rectangle, but if they cannot, two large tanks appear. This would not have been a problem, if not for a glitch in the sprite-changing of the fuel tanks that causes the game to crash whenever the player tries to modify a ship design that appears to have large fuel tanks that are adjacent to each other.
Many other problems remain at this time of writing, however - like fuel tanks being completely replenished for a ship when changes to its design are reversed with the Undo button.
... unless you soften them up with tactical missiles and aircraft loaded with 250 kg bombs. They are terrible at dodging high-speed ordnance (yes, including those 250 kilo bombs - even when they are already in the air). Still, you might want to knock out as many of them as you can until there is only one ship remaining - then have your ships get the "honor" from finishing it off.
(On their own lonesome, single cruisers are laughable. They are like those bosses in the Raiden shoot-'em-up games, i.e. huge punching bags that don't even try to dodge. You should be able to hit them even from 800 metres away and dodge their return fire if you are using attack frigates.)
UPDATE: Even with v1.1, this is still shit. All of the graphics options are placed on the same slider, with the first notch taking away the most frame-rate taxing option. There are no separate items in the menu for different graphics options.
That said, you really need to build your own ships and bring them into the campaign as your starter ships. The stock ships suck.
I am not certain whether the game will throw ships of your own designs at you though. On the other hand, if you designed your ship because you know you "got gud", any ship that the game would throw at you wouldn't be a problem. The CPU-controlled ships can never jink, dive and lead shots like a good player can.
For example, the tooltips that appear when examining components in the fleet's hold and those that appear on the image of the ship itself in the ship editor give different informatiom.
There are even mistakes. For example, the range for the ELINT sensor in this build in IGG is wrong; it shows 1 km, even though the actual range is around 625 km.
Also, this game's mix of 2D graphics is surprisingly taxing. So many layers of artwork to animate.
Also, why do the ships also fucking enter lower atmosphere at exactly the same spot over the same location? This is stupid.
Only at the ast 200 m, a circle with a marked radius shows up. It's unclear what that is, but I guess that is the wind outside of the ship.
In other words, the overlay, as it is now, is not enough. There should be something showing horizontal speed too, maybe at the top of the overlay.
That said, please don't assume that I don't know what is happening in the game, like the other person had. I am scrutinizing every damn thing, including the manual of the game (which is not detailed enough).
That's all that I will say to you, you fucking ignorant piece of shit. If you have been more polite, I wouldn't be pissed. But no, you have to be a rude bastard. You just got into my blocklist for that.
Fucking rude ignoramuses - too many of them in this world.
But then... considering how stupid the enemy ships can be (I have tricked them into firing on each other quite a number of times), having computer-controlled allies would be awful.
That said, having multiple ships is the reason for having detachments. You can split ships off ahead of each other (especially away from the really slow flagship).
Edit: Nevermind. I just realized you can zoom in to the map, for a finer view. The landing zones are rather hard to hit when zoomed all the way out.
https://youtu.be/r9V_IGNWlYc
Looking at this game gives me memories of the games with Lunar Lander controls that I have played. None of them were pleasant experiences to me.
It's just a little bad that he made the game lack on settings and for 2021 standards... It plays a little poorly. Don't even have any manual saving.
https://www.bing.com/videos/search?q=1980+asteroid+arcade&view=detail&mid=C565B2AC5DF05D6D41E6C565B2AC5DF05D6D41E6&FORM=VIRE
There are better games of the genre. Back then, Asteroid was truly fun as it was.
Yherg, you're too young to be playing this.