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Messages - EsKa

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General Discussions / Re: Unending Chase?
« on: July 19, 2018, 12:05:28 AM »
Mmmh, ships should stop following after you get far away enough from them. I'll have a look, but i need some context first to isolate which "script" i need to check.

1) Where did they start attacking you (aka where you in a pirate owned sector or somewhere else?)
2) Did you shoot at them before fleeing?
3) Did they message you (or did you message them) and did the discussion ended up in them turning hostile?

In any case, sorry for the inconvenience, i have a patch planned soon, so you probably won't have long to wait for that behavior to be eliminated.


General Discussions / Re: Asteroid respawn rate
« on: July 18, 2018, 11:57:26 PM »
I guess it's a fairly simple change for me to add. I'll see if i can squeeze that option in the next patch.


General Discussions / After the Collapse Info
« on: December 06, 2017, 03:16:58 PM »
After the Collapse is our post-apocalyptic base building game.

It's currently in development, and we hope to get it to early access during Q1 2018.
We're planning for it to be released on Windows and hopefully Linux soon after.

The game will be available on itch.io and Steam. It's, as usual with our product, DRM free and without micro-transactions.

- You can read our devlogs here
- Here's a post describing the general game loop
- IndieDB page

General Discussion / MOVED: After the Collapse compare
« on: December 06, 2017, 03:09:38 PM »
This topic has been moved to After the Collapse's new board.


General Discussions / Re: After the Collapse compare
« on: December 06, 2017, 03:06:28 PM »
Oh, I guess the game will need its own forum now. Sorry the forum tends to be left a bit behind, there's only so many hours in each day, sadly :)

Anyway to answer your question before taking care of the forum:

The day-to-day operations will be fairly similar, build furniture and walls to keep your survivors happy, productive and secure. On that side, it will follow the general recipe for this type of game.
However things will be different on other points:

1) Resource gathering. Due to its urban environment, your people will be mostly disassembling destroyed building and scavenging resources instead of mining ores and cutting trees.
It's not just a semantic difference. Going into a closed building to scavenge might unleash a bunch of hostiles on your poor settlers.
Resources will generally be scarce, and past the initial first few hours you'll have to get them either via trading or via missions outside your base.

2) Scale. Rimworld is designed for a 6 to 12 group. ATC is planning for a much larger population.
While giving an exact number right now can only be a vague approximation, I'm aiming for a number around 50 for a well developed base.

3) Outside-of-base missions. My engine is apt at running multiple game areas simultaneously. That's something i want to exploit by allowing the player
to send teams on scavenging, raiding, and exploration missions.

4) artifacts! And, yes, that's directly taken from STALKER's lore.
Rare artifacts, which can be found the aforementioned raids will be used to customize weapons, boost survivors' stats and build special, powerful structures.

5) More combat oriented. You're in a post apocalyptic world where mutants, raiders and environmental treats (radiation for instance) are rampant. Making a well
secured base with gun turrets and strong walls will be a priority. The nature and strength of your enemies will be configurable, allowing players who prefer a calm
game to play at their leisure, but it's still the general idea.

I could go on, but that would be a bit presumptuous at the moment. My current goal is to have the basics of the game working like clockwork before adding more features and additional layers of complexity.

I hope it answered your question to your satisfaction.

Modding / Re: Extra Factions Mod
« on: April 12, 2017, 11:54:44 PM »
I'm replying like super late, but modinfo.txt is missing in your folders, game can't autodetect the mods

Development and Suggestions / Public Test 1.2.5 (Steam only)
« on: May 02, 2016, 10:59:44 PM »
Hi there,

A work-in-progress version of the game is available as a test branch.

It fixes many problems with 1.2.1x and add a lot of the things that were discussed in the 1.3 development blog. It's not finished, well, it's half way finished, but I made a lot of internal changes that require public testing.

This version is NOT mod or save compatible with 1.2.1 and I cannot promise 1.2.5 will be save or mod compatible with 1.3 once it's officially released. A tool to convert 1.2 files to 1.2.5 is included, though (check in the data folder).

People who are experiencing freezes or crashes with the current 1.2 version should really try this version.


  • Open Unending Galaxy's properties (right click the game in Steam).
  • Select the "Betas" tab
  • Enter the beta access code (copy paste it) : A509B58C4F17AE
  • Press check code, close the menu, close steam completely
  • Launch steam, go back to UG's properties / beta tab
  • Select Beta - Public Test 1.3 Branch in the dropdown menu and close
  • Wait for Steam to update the game's files


If the game refuse to launch, you may have to delete the content of the game's folder manually, it should be located in: Steam\steamapps\common\UnendingGalaxyDeluxe


v1.2.5 Public Test

[ Not Save Compatible | Not Mod Compatible ]

Faction AI
 + Better allocation of money
 + Better at detecting and responding to building of military bases in territory

 + Shipyard Build time proportional to ship value
 + Bounties proportional to military strength
 + AI Core gains the "fast shipyards" trait
 + Added "armored" ship tag: hull absorbs 50% of damage
 + Increased colony building time x10 (takes a few minutes instead of seconds)
 + Large shield systems need a longer period of time before being able to charge after a hit
 + Killing a carrier will desactivate all its drones
 + Ships are using a tag system to determine how the simulation is going to use them
 + Military bases and carriers use drones instead of fighters.
 + Drones can't be piloted directly and come with preset weaponry
 + New faction trait "fast shipyards" : 30% faster ship production
 + SPQR has gates closed to non allies until the SPQR related event fires
 + Pirates use more ships
 + Warpgates can be destroyed
 + Small chance of spawning capital class raiders and bounty hunter after an hour of gameplay
 + Ceridan (AI) get more money on spawn so production isn't crippled
Game Data
 + Weapons fire rate reduced, damage increased (keeping roughly same DPS)
 + Rebalanced weapon prices, damages and energy consumption
 + Rebalanced stats of most ships, too many changes to list
 + Added many drone variants for each tech group
 + Drath : new dreadnought and armored cargo
 + Federation : new dreadnought and changes to existing ships
 + Siraks : new dreadnought, new corvette, and replaced frigate
 + AI Core: new assault cruiser, old cruiser become a frigate
 + Higher quality sprites for the Siraks
 + Resized many ships
 + Replaced a few sprites by better looking ones
 + Improved ceridan battleship sprite (added border, reworked glow)
 + Newly built docks fade in instead of popping
Modding Tools
 + Improved ship and weapon editors (filters, list, stats)
 + Improved faction editor (additional flags)
 + Included file format convertion tool for modders
 + Added option to auto set weapon prices (approximate)
Performances / Code Stuff
 + Much faster savegame loading (3-4x faster)
 + Ship order management should use less cpu
 + Adding and deleting of objects optimized
 + Large fleet battle should run better thanks to less bullets
 + Killing a carrier ship could use way too many CPU cycles
 + Misc stability related improvements
 + Game can recognize outdated, unusable savegames
 + Save system error correction mechanism improved
 + Reduced CPU cost of scavengers
 + Some new function added to debug/cheat menu
User Interface
 + Manual money transactions and dock building no longer need funds to be in specific accounts to work)
 + Click homebase in ship scan to center camera on it
 + Small improvements to shipyard build queue
 + Added command to sell all cargo in Ship Setup menu, with optional notification
 + Move Cargo menu is larger

Bug Fixes
 + Fixed: Game freezing due to memory management
 + Fixed: Game crash due to sound library
 + Fixed: Free traders trying to sell to hostile factions
 + Fixed: Potential issue in cache system which could cause the game to slow down and crash
 + Fixed: Money management wasn't thread safe
 + Fixed: Carriers able to auto build their own drones would ignore manual ship type selection
 + Fixed: Minor display bug in colony build menu
 + Fixed: Minor display bug in station setup menu if player is using a transparent logo
 + Fixed: "My Assets" map filter is counting bullets in currently focused sector
 + Fixed: It was possible to click game editor button while database is still loading  [modding tools]
 + Fixed: Saving weapon in editor doesn't auto update ware [modding tools]
 + Fixed: Updating ware data in weapon editor delete ware's picture [modding tools]
 + Fixed: FPS counter obstructed by money widget
 + Fixed: Small issue with ships calling for help
 + Fixed: Station destroyed with a carrier docked to it would cause problems
 + Fixed: Rare bug where the pirate guild would ask for way more money than necessary
 + Fixed: Galactic map would show gates that are closed to you
 + Fixed: ships escorting raiders could still call police for help causing relationship issues
 + Fixed: Rare case of ship/object duplication
 + Fixed: When spawning, ceridan could (temporarily) declare war to self, locking military fleet in place

General Discussions / Re: Plagiarism question.
« on: April 05, 2016, 05:17:25 AM »
This question has already been answered:

- this forum
- the steam forums (it's even a sticky topic there)
- this website's credits section
- the game's credits.txt file
- the in-game credit screen

I'm also thinking about getting a tattoo.

Development and Suggestions / Re: AI And Friendly Fire
« on: March 06, 2016, 03:54:29 AM »
It should work much better since

- Area of Effect damage is taking friendly fire into account (because gameplay>realism)
- A bug causing stations to have randomized F/F settings is fixed (will only apply on newly built stations)
- And a third thing i don't remember right now has been improved too regarding ship to ship combat

If you're not using the steam version, it will be uploaded on IGS/Itch.Io this weekend.

The stats menu needs some improvements in general, i agree. It has always been sitting at the bottom of the todo list. Nothing will happen this weekend but i will try to do something about it in the one after that.

Troubleshooting / Re: 1.2.1 - Low surrogate char...
« on: March 06, 2016, 03:33:45 AM »
I still seem unable to get rid of this one completely, does it happen regularly ? Have you tried on DX9 mode ?

Yep, noticed and fixed in the update planed for this weekend. Both AI and player sides.

Troubleshooting / Re: 1.2 Minor Bugs
« on: March 06, 2016, 03:30:55 AM »
Thanks for your report:

1) Should be fixed in the update planned for this weekend

2) Are you sure you haven't paused the game by accident while looking away (or took manual control of the builder itself) ?

3) Yeah, it's a known bug and a problematic one to fix at that. I'm trying to get that sorted out for this weekend patch, but unsure.


Troubleshooting / Re: Disappearing Sectors
« on: March 06, 2016, 03:26:17 AM »
Thank you for the detailed report,

I will investigate the savegames as soon as possible.

It depends on the faction's specific tech group. It's not very clear but not a bug in itself.

I probably need to review how it's organized at some point, but it's not high on the to-do list.

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