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

https://forum.anarkisgaming.com/index.php?topic=230.0
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General Discussions / Re: After the Collapse compare
« Last post by EsKa 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.
Cheers!
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General Discussions / After the Collapse compare
« Last post by Seeler89 on December 06, 2017, 01:58:32 PM »
How does After the Collapse compare to games like Rimworld and others with that feel??
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General Discussions / Re: Isn't core a bit OP?
« Last post by ErwinC on November 22, 2017, 04:27:31 PM »
Did you try running it multiple times and got the same result? I don't find Core that OP.
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Modding / Re: Enabling Cheat / Debug Tools
« Last post by Ellsworth on May 19, 2017, 08:44:33 AM »
To enable the cheat menu in Unending Galaxy:

  • Create a file called "modder.cfg" (no caps) in the main hydromax x20 review game folder
  • Run the game as normal
  • A blue "dev" button will appear in the bottom menu

Notes: Many of the tools are there for debugging purposes only and none are documented or supported. While the buttons do what they are supposed to, the game won't verify if the parameters provided are correct.

Hey Eska is there something else we need to do because i tried this and don't see any new cheat menus.
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Modding / Re: Extra Factions Mod
« Last post by EsKa 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
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General Discussions / Isn't core a bit OP?
« Last post by Cirind on December 03, 2016, 02:38:44 PM »
So well.
In my game core conqued almost whole galaxy.
Asterians lost all shipyards.
ISA lost capital.
Titan Corp under heavy attack.
Also Drath is loosing last shipyard.
And every time they attacking my sectors more than 300 ships comming. (NOT counting fighters/drones).
Also for some reason AI Core Plot line don't want to start up.
What i need to trigger it?

(PS. I started game with only capital sectors colonised).

Also it's probably my fault because like an idiot i didn't set max supply. ^^'.
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General Discussions / Asteroid respawn rate
« Last post by Heimdallxx on October 04, 2016, 12:59:49 PM »
Hi guys, i have a very basic question.How can i change asteroid respawn rate? in game editor i found ''rate'' but i quess its not what i am looking for. and sorry for my english, not my native.:(
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Modding / Extra Factions Mod
« Last post by Erios on July 20, 2016, 08:12:21 AM »
I just started playing with the game's editor and finally figured out the process of making new factions. I haven't got to playtest them beyond a short period (I spent all day figuring out how to put them in the game, haha.) yet so they might be buggy and generic still but here they are: Dropbox

Right now all three only have the basic weapons and economy setup. I plan on making them unique weapons, if you have some ideas on what they should get let me know. I was thinking projectile cannons for the Aspel (machine guns for small ships, battleship cannons for bigger ships) and some type of longrange aoe artillery for the Ascendant.

Edit: Day 2 adds three more factions. Still haven't worked on weapons or special stuff for them. Added rank and tech descriptions for all factions. (Figured out you have to add an extra file for those to show up, they aren't in the editor.)

Aspel Hegemony
The Aspel are ruled by "God-Chiefs" who use hordes of warriors to keep control of the large slave populations they keep.
+ Extensive use of drones by most ships
+ Fast Ships
+ Access to firearm and slave production facilities
- No unique weapon
- Relatively frail ships

Ascendant
A splinter faction of humans that have begun to "Digitalize" themselves into computers.
+ Powerful military fleet
+ Docks are armed and fairly tough
- Very expensive ships that use a lot of supply

Ashrak Confederacy
The Ashrak are a religous splinter group from humanity. They favor armor and power over speed.
+ Good military fleet
+ Very well armored ships
- Slow and costly military ships

Dendari
The Dendari are a group of mercenaries with a strange short commander.
+ Ships Similar to human federation

Nastari
A splinter group from the federation, the Nastari are ruled by a honor-bound caste of warriors. They serve their emperor in everything they do.
+ Powerful Ships
+- Cheap freighters
- Expensive Ships

Pargus Junkers
The Pargus are a insular group who hate outsiders and love to scavange junk.
+ Super tough asteroid dreadnought
+ Strong battleships
+ Scavangers
- Slow ships
- Weak smaller ships


Installation Help
Step 1. Locate the Unending Galaxy folder. Program Files (x86)\Steam\steamapps\common\UnendingGalaxyDeluxe or wherever you installed it
Step 2. Locate the mods folder
Step 3. Extract the factions you want into the mods folder. (Each faction is a seperate folder that goes into the mod folder)
Step 4. Start up the game, click "Launch Configuration Tool"
Step 5. Hit mod manager.
Step 6. Active the mod.
(Thanks Starwars mod github! Here)

Credits for sprites and shipsets:
Star Sector
Appro Light
Gratuitous Space Battles
Distant Worlds Extended Universe
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