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welcome aboard!
Vivalas! :Kaleun_Salute: & Zazyman32!:Kaleun_Salute:
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Welcome to SubSim to you both :sunny:
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I think that an actual medkit item should be required to treat radiation, and a health system for crewmembers could be put in place, like for each to start at 100% and then radiation damage or oxygen deprivation damage, or brute force/burn damage from being close to an explosion/fire without protection etc.
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welcome aboard!
Aegean Islands!:Kaleun_Salute: I completely agree!:up:
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I'm working on a new tutorial and manual which will explain the traits a bit better, so that should clear up those questions. Basically: Repairman / Technician / Engineer - Faster object repairs Welder - Faster hull repairs Strong - Faster torpedo loading, better at swimming Tough - More resistant to fire and radiation sickness, can last longer in water before drowning Leader - Nearby crew do all tasks slightly faster, with the radius and the improvement % based on how good the leader is. I think that covers all of them. I might add a medic skill in the future, and maybe a medkit object, but I'm still thinking about it. It might take away a lot of the pressure to avoid radiation exposure if it can simply be undone by the medic, and that would make the decisions like "Which crewman should I send in to fix the reactor this time?" less meaningful. On the other hand it might open up new options. Maybe there should be a limited supply of medication on board the boat? I'll do some experiments in a future version. Quote:
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I'm looking at changing the system so there is both physical health and energy. For example an explosion would cause physical injuries, while treading water would drain energy. Not sure whether this would improve the system or just make it more complicated. |
Health systems are a slippery slope! You can find yourself lost in how intricate you want to make one.
But maybe Fitness and Energy should be split into two categories. Obviously a guy blown in half would have a pretty low fitness rating, and even a Terminator would eventually run out of energy. But as I said, slippery slope! |
Hi TheGeoff :salute:,
You've made an awesome game which I really enjoy, are you still working on the project? Haven't seen a new version for quite some time. I know that a game costs quite some time but it would really be a pitty if this nice project would be on Ice :roll: I just want to ask how it goes :) :up: Thanks for this awesome game! :salute: |
Hi Fieters, glad to hear you're still interested! I am still working on the game when I get time, but it's been a very busy year. I have several new features almost ready for release but I'll take a little more time to improve them and test them. The next version will also come with a tutorial, which I have nearly finished writing. Hopefully I will have time to finish and release the new version within the next two weeks :salute:
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Hi I just wanted to say - your game is really awesome. Please keep working on it!
Honestly I think it's something you should even think about selling for a few dollars on Steam if you are going to keep developing it. It is very polished, and a lot of fun. If I had one request, it would be to be able to 'full screen' it or make the window bigger. Keep up the good work! |
Is this dead because the last new release was in March and it is now October, I would hate to see this project die since it was such a good one.
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Thanks, I know it's been a long time since the last release but I do plan to continue work on Sub Commander. I've been slowly working on a new update for months but I don't have as much spare time for developing these days.
I'm not going to speculate on a release date this time because that never seems to end well, but rest assured that the next update is still being worked on. Good to see people still interested in the game anyway :salute: |
Found the Foxtrot equipment room bug -
subs/foxtrot/objects.ini Code:
[ GENERAL ] Would be nice if Diesel-Electrics wouldn't be given objectives off on the other end of the world - it's a bit tedious to get there. As for equipment, I can see what most of them do, but what's a chemical suit for? Gas masks presumably reduce the effect of low oxygen, but what are leather gloves for? The guide in the version linked on the first page doesn't mention the +/- keys for the sonar's warbook, either. |
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I've been playing for a while now (about 7ish months) and i would like to say well done, this game is so complex and the depth (pun intended) is superb!
I have started making custom subs and i put one with 8 missiles and 8 tubes together, however there is no way for me tor fire more than 4 of the tubes (basically all extra tubes are just there and can NEVER be fired only the first 4 that are declared). I was wondering if, perhaps, there is a way to have more than 4 tubes and still be able to use them all? |
welcome aboard!
Lightningy!:Kaleun_Salute:
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