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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#226 |
Planesman
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I've made a thread for AARs, screenshots and videos here: http://www.subsim.com/radioroom/showthread.php?t=214023
(includes a sneak peek of version 0.24) Feel free to post mission logs, Let's Plays, anything! In case you haven't noticed, the game saves a mission log ("mission_log.txt" in your Sub Commander folder) every time you play. This gives a summary of most of the important events which happened in the past game.
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Sub Commander: A free roguelike submarine simulator |
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#227 |
Swabbie
![]() Join Date: Jun 2014
Posts: 7
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While playing, I have had several ideas that might be a good fit for the game.
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#228 |
Watch
![]() Join Date: May 2011
Posts: 20
Downloads: 24
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Having a wierd problem where sometimes my crew starts suffocating and i cant find the cause, the o2 levels in parts of the sub just start dropping, i tried surfacing and couldnt figure it out, entire crew died except the two which had oxygen masks on, they later succumbed.
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#229 | ||
Planesman
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I agree that flooding should be a bit more dangerous, at the moment the SCBA gear makes it too easy to repair everything and pump it out. Seawater destroying all the electronics in a room might be too extreme though, I'd imagine most systems on a submarine would have watertight casing. And doors getting stuck has the potential to get REALLY frustrating really quickly... but I'll keep those ideas in mind though and see what I can come up with. Water not flowing quickly enough through an open door is definitely a problem, I'll look into that too. A renown system like SH5 is a great idea, I hadn't considered that but it would add a real sense of progression to the game. Make it feel more like a campaign instead of a series of individual missions. The equipment in the game does roughly what you would expect it to in real life. So the gloves provide a bit of extra protection when fighting fires or dealing with radiation, but make fiddly tasks like repairing electronics more difficult. I will be writing up a better manual for the game soon which will hopefully explain things better! Quote:
For reference, to toggle the electrolysis system on or off use the Misc Systems panel and either press E or flip the switch. To refresh the air in the submarine when you're at the surface, use the Misc Systems panel and press P to open the induction valve.
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Sub Commander: A free roguelike submarine simulator |
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#230 |
Admiral
![]() Join Date: Feb 2006
Location: PQ AN 25
Posts: 2,178
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Make sure 'electrolysis' in the misc panel is on.
-----Edit---- The Maestro beat me to it. ![]()
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SH3+GWX SH5+WoS Still Sailing....still Deep ![]() |
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#231 |
Nub
![]() Join Date: Jan 2013
Posts: 3
Downloads: 57
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Norway
Seeing Norway modeled in the game would be nice, since it did have submarines, even if they were Diesel-Electric. The Naval bases would be Oslo, Narvik and (maybe) Trondheim. Their prefix would be HNoMS and they were a member of NATO, so they would team with the western powers. Their Narvik base would make the Soviet games in the north more challenging. I also believe that systems fail too often to be realistic, and that some Diesel submarines would be cool as well. There should be a penalty for sinking neutral shipping in this, like they declare war or something of that sort.
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#232 |
Watch
![]() Join Date: May 2011
Posts: 20
Downloads: 24
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ah thanks i didnt even know you could turn o2 off, wierd.
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#233 | |
Planesman
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And yes, simulating diplomacy is something I've been intending to add for a long time. I'll make it so that sinking a neutral or friendly ship has a chance to cause an international incident, which may result in the owner declaring war (especially if it happens more than once). There will have to be some modifiers depending on how important the sunken ship was, how close the countries are and how strong each county is - for example, it's pretty unlikely that a Warsaw Pact member like Poland would suddenly join NATO and declare war on the USSR over a single sunken cargo ship. In other news, I've completely overhauled the mouse controls to be faster and more intuitive. You can now left click a crewman to select him then right click to order him around, like in real-time strategy games. A menu will then pop up allowing you to choose what order to give. A quick demo: ![]()
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Sub Commander: A free roguelike submarine simulator Last edited by TheGeoff; 06-20-14 at 08:35 AM. |
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#234 | |
Chief of the Boat
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#235 | |
Chief of the Boat
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#236 |
Swabbie
![]() Join Date: Jun 2014
Posts: 6
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Hello I am new to the forums but I have been playing and really enjoying sub commander, and so I have a suggestion. Because it's possible for the sub to be invincible I think it might be worth it to include a life bar kinda like the one in the ftl.
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#237 |
Still crazy as ever!
Join Date: Jan 2008
Location: A little south of sanity
Posts: 3,378
Downloads: 180
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I can't wait for v0.24, each version is more awesome than the last!
At what point will this be released as v1.0? Is there any help that can be rendered to an irradiated crew member, so they recover, or do you just lock them in the galley until they expire? At least you could have an irradiated crew member in each compartment to provide pleasant green emergency lighting (although the buzzing coming from them may put some of the less stoic crews' teeth on edge). ![]()
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Hanging on in quiet desperation is the English way... |
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#238 |
Swabbie
![]() Join Date: Jun 2014
Posts: 6
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Edit:I have decided that my idea seems rather boring in hindsight so I have a new one, would it be possible to make a super structure for the sub that if dammaged enough would destroy the sub.
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#239 |
Lucky Jack
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I think the outer hull counts for the super structure of the ship, if the outer hull is damaged enough to damage the inner hull, then you have flooding which may eventually overcome the buoyancy of the boat and send you to the bottom.
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#240 |
Swabbie
![]() Join Date: Jun 2014
Posts: 6
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I guess so but it's really easy to fix everything and resurface.
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