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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#241 |
Gefallen Engel U-666
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BUBBAJAKE, FENIX, SUBWAYCOMMANDER, VOIDEDWARRANTY, LOKI CAT, AND MIXERMATH!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#242 |
Swabbie
![]() Join Date: Jun 2014
Posts: 7
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New suggestion! After accidentally leaving the main induction valve open while submerging, my entire sub flooded, and everyone drowned. The sub sank about 20K feet down to the bottom of the ocean. Then nothing. Maybe you should add the feature where if your sub goes too deep, water pressure destroys it?
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#243 |
Still crazy as ever!
Join Date: Jan 2008
Location: A little south of sanity
Posts: 3,377
Downloads: 180
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You should have found that every panel of the outer hull, pressure hull and many internal bulkheads were destroyed on the way down, accompanied by a lot of noise of crushing hull. This is the sign that your sub is hopelessly crushed.
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Hanging on in quiet desperation is the English way... |
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#244 | |||
Planesman
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For the next version I've made it so that the water level outside your sub is always 200cm, even when surfaced, meaning it's always possible to be sunk if you take hull damage. It's not a perfect solution but I think it's an improvement. Quote:
There's nothing you can do for irradiated crew at the moment, soon I'll add some kind of antiradiation drugs for treating mild exposure. The best thing you can do currently is return to port and refit (the crew will be treated at a hospital). Quote:
edit: I think I see what you mean, the sub will never get completely destroyed no matter how deep you go. But all the tiles will be damaged and the crew will quickly drown, so the end result is the same... maybe one day I'll make it so the sub is properly crushed.
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Sub Commander: A free roguelike submarine simulator Last edited by TheGeoff; 06-21-14 at 05:30 AM. |
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#245 |
Watch
![]() Join Date: May 2011
Posts: 20
Downloads: 24
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Very awesome game, reminds me of dwarf fortress, weird though that when you hit tab it starts a fire on whatever tile you have selected and control destroys it, slightly annoying because i'm used to hitting tab in DF for a lot of things like switching between menu's so I sometimes cause problems for my little submariners, is this a debug thing? Is there a way to disable it?
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#246 | ||
Planesman
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Haha yes, those are controls for debugging (or for setting up particularly crazy disasters). You can rebind the damage/kill key (left control) by opening keybindings.ini and changing the line:
Quote:
Quote:
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Sub Commander: A free roguelike submarine simulator |
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#247 |
Swabbie
![]() Join Date: Jun 2014
Posts: 6
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The Geoff I just looked your 12 day patrol and I have a question I it the destroyer actively dodged is this in the new version or is it already included because in my games the ships don't really make a effort to dodge which makes my missions very easy.
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#248 |
Planesman
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Yeah, in in the new version AI ships will try to pull some basic maneuvers to dodge torpedoes. Big, slow ships like oil tankers and cargo ships usually aren't maneuverable enough to pull it off but small, agile warships can sometimes manage.
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Sub Commander: A free roguelike submarine simulator |
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#249 |
Swabbie
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Oh that's great hooray for more of a challenge! On a side note will there ever be. Mine fields or other static dangers?
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#250 |
Still crazy as ever!
Join Date: Jan 2008
Location: A little south of sanity
Posts: 3,377
Downloads: 180
Uploads: 1
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Will the map ever be draggable, or will it always be tied to your location? A draggable map would be useful to find the location of your next target when you can't see it on furthest zoom.
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Hanging on in quiet desperation is the English way... |
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#251 |
Planesman
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I'll look into adding a draggable map soon, would definitely make navigation easier. It will also be helpful for selecting targets once SLBMs and cruise missiles are in the game.
As for minefields, I have no immediate plans to add them but I might put them in sometime in the future. I don't know quite how they would work... if the player can see the mines, they're easy to dodge and there's not much point to them being there. If the player can't see the mines it's basically rolling a dice to see if your sub explodes or not, which doesn't sound like much fun. ![]()
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Sub Commander: A free roguelike submarine simulator |
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#252 |
Swabbie
![]() Join Date: Jun 2014
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TheGeoff, it seems you used C++ to make this game. Did you use any external libraries to do so, or is it all your own code?
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#253 |
Planesman
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Sub Commander is actually coded in Blitz Plus (a successor to Blitz Basic, available here: http://www.blitzbasic.com/Home/_index_.php). All of the game was written from scratch except for a few functions for processing .ini files.
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Sub Commander: A free roguelike submarine simulator |
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#254 |
Swabbie
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Thanks! I used PEiD, which told me it was compiled using Microsoft Visual Studio. I guess there's still bugs to be solved in PEiD then.
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#255 |
Swabbie
![]() Join Date: Jun 2014
Location: Cologne, Germany
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Hello everybody,
first of all I really like Sub Commander. It really is a rare gem and has so much more potential! I just hope you stick to the roots when adding more features, so it keeps it's flair. Right now I really look forward to the next version and I can't wait for it to be realeased. Now to my questions: Do the Radiation Suits reallly work? Because when I got a radiation leak from a damaged Coolant Pump and I send someone in to repair it, he get's several thousand mSv radiation and later dies, no matter if he is wearing a Radiation Suit and Leather Gloves with Gas Mask or Breathing Apparatus or both. Bug or feature? At the moment I surface the boat and close the air valves in every room but the reactor chamber snd then open the Main Induction Valve to get radiation out. Is this the only way? And what are the Chemical Suits used for? Ok, to protect from chemicals, but in what situation are they useful? Keep up the good work The Geoff. you're making a lot of people happy and anxious for the next release. |
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