Space haven save game edit6/21/2023 ![]() ![]() Repairing Visual Studio installation doesn't help.I am running on 圆4 CPU and Windows XP 32-bit, but setting platform target to x86 rather than An圜pu doesn't help.Seems like there is no any managed profiler set up.Edit and Continue option is checked in Tools → Options → Debugging.I want a refund.Even if I create a clean WinForms project, Edit and Continue doesn't work and gives me the error:Ĭhanges are not allowed when the debugger has been attached to an already running process or the code being debugged was optimized at build or run time. You took money a few years ago and provided an unfinished but still fairly entertaining product which lasted a few months or years, then you kept the money but turned the game not only into something nobody in their right mind would pay for but which is totally nonfunctional to boot. My two cents: This stupid idea is also badly implemented to a ridiculous degree.įinal thoughts: Game is totally unplayable. I am now not able to place a single Energium Generator, due to lack of "System Points."Īs others have already said: This is a stupid idea to begin with. In 20x7 of that I put a single X1 Airlock, 2 large storages, 1 tools facility, 1 shuttle bay and 1 pod bay, 1 oxygen generator and 1 gas scrubber and 1 wall-mounted thermal regulator. In building my custom ship, I have created a rectangle of hull which is 40x15 with LOTS of empty space. I am trying to start a new game based upon the 2nd platform (abandoned space station). Originally posted by tekmunkey:I see that this thread is well over a year old now, but I just picked up Space Haven again after not playing since before this thread (or the System Points thing) ever existed. We will look into it at a later stage again and see if we come up with any opportunities there. So the ship-to-ship combat and the system points are still open for a change, if something great comes up and we find a design decision that works better. If you can't come up with reasons then you might have found a great design idea. ![]() In order to come up with a great design decision, it is imperative to try to demolish the design decision with reasons why it will not work. Some type of other system with completely open options, but limited to something else like power use, would require deep dive planning and playing out scenarios in one's mind to try to come up with why it works, but also why it doesn't work. ![]() However, if we want to strive for more of an FTL-type experience, with some tactical elements to it all, then dozens of turrets starts to become a real hassle. Maybe some would like that, and it would give a certain type of experience. Does the player want to select 20 turrets and target them all, with the possibility of having multiple ships and having to give all their turrets a command. We also need to think about how the UI and the tactical experience plays into this. Would they change dynamically based on the player combat strength? How would that work? ![]() The player could be facing enemy ships with 10-20 turrets, and it would be tricky to plan them out. (Which you can do right now since the new 2x3 canvas gave the player the edge in a big way). You could simply build more than the enemy, and win every time. Because without it there would not be any type of balance regarding ship-to-ship combat anymore. ![]()
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