Hey !
@Kruniac & @Kothyxaan
I am glad you've at least enjoyed a bit of what you've seen so far.
I appreciate the comparison with X3, it is fair, I am a former X2/3 modder and it's fairly obvious I drew inspiration from it.
That said i think it also does a bit of disservice to my game, it's not just "X-2D". You can go much further in the gameplay and become (or starting as) a faction of your own. AI factions can wage war on each other. You have access to diplomatic options. Special galaxy-wide events happen based on the current state of the galaxy. Missions are procedurally generated. And, I can't stress that enough, the economy, while superficially similar to X3, is real and functional and includes planetary colonies in the equation. It's used to build ships (through parts made via a chain of factories), build more stations (through the money generated), or reduce war weariness, which is a thing (through luxury trade items). All the game's systems are linked together, and while it may not obvious in a first play, there's a lot of ways to defeat a strong hostile empire beside the pure military option.
And, hey,
no ship collisions ever ! Game is assuming that ships won't collide with each other because, well, it's in space (and absolutely not because it allows me to put way more agents on the field without worrying about the CPU). Also, the "no loading screen between sectors" and the "no abstraction" parts can be things X players can rally behind
All of this to say that there's much more to the game than it initially showcases in a few hours of play. More will be added post 1.0 (which should be out after the weekend), including proper colony building/management, more complex ship commands, more mission chains... The main issue is that the official documentation is fairly outdated and lackluster, a thing I will fix in the following weeks.
I noted the issues encountered, the sound stuff is already fixed. It's one of those "debug last" items because the sound engine doesn't play nice with my debugger. About the annoyance about the shot SFX itself : there's a volume issue, if you don't change the settings both music and sfx are too loud which cause the sound output quality to drop (sfx should be at 85% and music at 90%), it's fixed. The SFX themselves are basic, they are place holders for when I get the time or funds to find or buy better quality sfx. The music is great, though, and I can't thank my main music artist enough.
@qurvax:
I didn't build anything except 3 solars and not in independents territory. So i guess the reason was i right-clicked someone of them with my builder selected. It was unarmed, so no actual atack could be done and i didn't noticed until messages about builder under atack. Also, as soon as enemy titan landed a couple of hits on that builder, it became "wanted". I mean the Titan got "Wanted" added to ships name.
There was no fine i could pay, and no bounty too. The fines started to show up later, when indeps fighters started to suicide against my BS who had weapons on defence setting. Those i did pay, and litle ships turned around. Except that one titan, who just wanted to eat my builder. Ended up pissing me off, eating plasma and then game crashed with "stoped responding" thingy. What details i can provide? Maybe there is some logs somewhere?
This post was extremely useful in itself
The right click has already been assigned to protect by default (except on hostile ships) for next release. The thing about the "attack" command going down the simulation despite the ship having no weapons is not technically a bug, but I'll make sure that an attack order doesn't get sent when the ship has no weapon capabilities. And I fixed the "bug" causing ships to ignore peaceful resolutions through comms. I also added an option to auto pay fines. About the titan getting "wanted" it's because your faction put a bounty on it. Either because your related manager was enabled, or because it's a bug in the bounty system (which I will check for). Basically, it's a combination of (now) fixed old bugs.
The AI military/police system is designed to intercept attacked orders, because waiting for the bullets to hit the defender makes for an incredibly useless police and military. I removed a few ways you can attack a ship by accident, but if you still do, your only recourse if you can't escalate the military threat is to get out of the system for a while.
Bug fixed aside, this is not X3. You will loose ships, you will need to completely evacuate sectors. You obey the same exact rules as the other AI do. In the mid-game, dock builders are your most important assets and they need a military escort. Rushing trader -> dock builder without getting any military is dangerous.
About the crash, well, the interesting thing to me is what you were doing last (last menu, last click, last something) or to provide a save that will cause the crash. I've let the 1.0 version run for 30+ hours at home, had zero crashes. If the game can still crash, it's bound to a menu or specific interaction, not to the simulation itself. But it's 1.0, not beta 5, and I did fix a few game killing bugs in the process.
Also, I may be wrong, it's hard to know for sure on the internet through text messages, but your posts looked like you were angry with my game. Did you bought the deluxe edition before trying the basic one, despite me telling you not to do that on the downloading page ? If it is the case and that you don't want to wait for 1.0, I can send back the money, just email me directly (see website / about), including you buyer email, the store used and the bill details (copy/paste). You'll need a paypal account, though.
Cheers,
EsKa.