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Caaygun

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  • Location
    Turkey
  • Occupation
    Archaeologist
  1. Emperor of the Fading Suns is a 20 year old turn based strategy game taking place in a futuristic galaxy ruled by feudal houses. Players manage fleets of spaceships along with units and cities on the surface of various planets battling or wheeling/dealing to gain control of the throne of the emperor, in the mean time producing the income and resources to maintain his forces. 5 players are needed for a session of Play-By-EMail game which will probably span a year or so, assuming a turn cycle per week can be achieved. And needless to say, it requires dedication, continuity, honesty from every player to deliberately refrain from taking actions that trick the AI or the ancient game engine. If you're interested, reply to this thread, or post here: http://steamcommunity.com/groups/emperorfadingsuns/discussions More info and download links about the game can be found in the discussion threads in the link as well.
  2. Can I ask, are the source files available for anyone to compile themselves now?
  3. I'm not getting this file creation behaviour either. Maybe it's my ancient trusty WinXP.
  4. They are actually capable of opening those doors and firing at you from point blank, but they really only very rarely do it. Maybe it has to do with their tendency to only close in 1 square short when firing on Xnauts behind cover.
  5. It's best to let a base be built to get the essential base upgrade research early on. After that you may only want to let one deliberately for the loot.
  6. Trying it across windows doesn't work either. You just lose Tus.
  7. You could be influencing their end mission survival chance by reducing overdamage.
  8. This is the reason I support bases remain hidden until discovered by aircraft radar. Bases deal constant and small funding damage that you only need a few days to find in which continent it is, and then it would take a few flights to locate it, rather than removing the fun altogether by making it what effectively is instant discovery. It is probably easily moddable anyway so no big deal either way.
  9. Not possible. You can't either keep up with research, production, or aircraft count. And it is deliberate.
  10. I'm starting the thread to get some dev attention and hopefully intervention to make more of the game moddable. And here's what made me do it, if anyone knows the way to mod the following I'd be happy to know but after quite some meddling with game files I failed to discover and decided that were hard coded: Air Combat: -the green grid field -green borders of the control panel -aircraft red and green fire cone colors -Green and red color coding of projectiles Geoscape: -Red overlay of lost continents (this can only be made darker but the red tint is still hardcoded) Feel free to post your own additions to the list.
  11. Great! Now it feels like the game is getting close to being done. I'm completely against this. They should remain hidden if not within radar range. It should require for the player to meticulously path interceptors to scan the uncovered area for bases where funding consistently drops. That's how the OG was, and that's the right way to do it IMHO.
  12. Great! Congratulations. Let's keep fingers crossed for the success of this fix.
  13. Mouse doesn't solve the Esc key requirement. There is no button to bring up a menu on geoscape or battlescape. It is a major shortcoming of the Ui IMO.
  14. Yeah I'd actually prefer them not being automatically detected so easily, or at least be difficulty based.
  15. Do you do saving-loading into GC missions? Especially after losing men?
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