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I designed and started to develop my first game, Battlecruiser 3000AD, back in the late eighties. You all know the history surrounding the first game, which was released while still in late Beta by Take Two. So no need to rehash that. You can read more about that and more, in this blog. After I went to Interplay to release v2.0 of the game, and which did very well, I went back to think outside the box in an attempt to finish my original ideas which I couldn't do at the time due to lack of tech, inexperience in some areas etc. In the interim, I released two more titles, Battlecruiser Millennium and Battlecruiser Millennium Gold while still working on other tech. The culmination of those efforts, led to Universal Combat released through Dreamcatcher in 2004. I renamed the franchise because the publisher felt that the "Battlecruiser" name was too tainted as being niche, the drama of the original release still loomed etc. I rejected a bunch of names (e.g. Battleforce) they came up with. So as a compromise, I settled for Universal Combat seeing as I had moved the game from a single carrier (the Battlecruiser) to the command of every single asset (ship, vehicle etc) in the game IP, along with adding full blown fps on planets. The game did well, and so I continued to work on improving it, thus leading for four derivative works in the Universal Combat IP. Due to the direction that the industry was going in, and seeing as game dev became more and more expensive, while not yielding the same financial rewards as the past, I decided to retire the Battlecruiser/Universal Combat IP. To that end, in 2009 I released a compilation of all the games in both IP, as Universal Combat Collectors Edition. That same year, have branched off to do a fighter combat game for Turner's GameTap service as Galactic Command Echo Squad, I ported the graphics and other updates from that more modern GCES engine kernel into UCCE and released it as Universal Combat Collectors Edition v2.0, but without multiplayer (too much work for very little gain). I have always had a fondness for that original IP; but unfortunately it became clear that the decline of the space combat genre, not to mention complex games themselves, was not exactly going to be something to spend money on if the core audience simply wasn't there anymore. Then 2012 came around and for some reason a bunch of space combat games started to appear. Including that on-going train wreck Star Citizen, as well as the outstanding Elite Dangerous. Though they were getting all the attention even though neither one was really doing anything different or which I hadn't done before, I was already committed to doing Line Of Defense (SA thread) which I started designing since 2009 and which went into development in 2010. Then people started contacting me and asking why I was MIA from the great "space combat game resurgence". Including my old fans. So I went back and cleaned up UCCE v2.0, added a bunch of new stuff to it. Then released it for free on Steam in order to gauge interest. The response was enough to convince me to, at the very least, go back and overhaul the old gal. Also, I wanted to prove to those Star Citizen White Knight assholes who kept harassing me, that they game they were attacking me over, wasn't doing anything groundbreaking, that I'd done all before - though at much lower visual fidelity - and thus knew the challenges that awaited them. Plus, they didn't have the tech that I had built from the ground up and which completely overshadowed anything croberts could possible dream up. That interest led me to draw up plans for, not a new game, but a complete overhaul of the UCCE 2.0 graphics, fix some underlying nagging bugs, tweak a few features etc and add a few features that had gone into the All Aspects games. That was how Universal Combat - The Lyrius Conflict came about. And I branched the entire engine suite to v3.0x that it's now on. Then I released it on Steam Early Access as a $29.99 DLC for those who want to follow the development through to release, via regular updates. I will be increasing the price to $60 at the end of the Early Access period. In keeping with the tradition of the original Battlecruiser game, it is still the most advanced space combat game ever built; and is the only space combat game to date that has a complete modeling of an entire capital ship command, complete with crew modeling, persistent space/planetary universe etc. Even though it is still a massive sandbox, it still has various open-ended missions which take place in space and on planets. Nobody - to date - has ever built this sort of tech or this type of game. And they won't because it takes decades of toil, research and experience to do it. And it's costly. Apparently even $100m isn't enough. But that's largely due to the incompetent clown they gave the money to. The premise of the original Battlecruiser 3000AD game still holds true today, but amplified by x100 due to the slew of options and new tech implemented over the years and right up to the 2009 Universal Combat CE. quote:Total command and control So if you are playing Universal Combat CE v2.0 on Steam, you are playing the original Battlecruiser 3000AD on steroids and with over two decades of technology improvements and tweaks. That's how you build this kind of game. You can't do it all in one shot. And that's why I have made the comments about Star Citizen since my first blog in July. My plan for this DLC is to completely upgrade the graphics engine, fine tune the GUI, replace the entire asset database with new and improved models for every single model in the game. This includes characters, weapons, vehicles, aircraft, planetary buildings, starbases, stations etc. Everything. Since all my games share the same IP, newer assets from more recent games such as All Aspect Warfare / Angle Of Attack, as well as Line Of Defense, will be used so as not to have to re-create them from scratch. And the planetary terrain engine, which is procedural btw, isn't going to be replaced because it works just fine. However, all the texture assets are going to be replaced with higher quality versions. One thing I would like to do is add a 3D bridge to the game. With 28 capital (transport, carrier, cruiser) ships in the game, it's a lot of work, but it's just one of those things that you either do it or you don't. I would have like to build all of these capital ships similar to the multi-deck Starguard carrier we built for Line Of Defense, but that's over $600K to build all of them; and I don't have $100m of other people's money to do it with. So with the 3D bridge, at least you get a more immersive feel. Depending on how things go with this Lyrius Conflict DLC (aka UCCE v3.0x) which I hope to complete and release by end of 2016, I will then do Universal Combat Advanced in which, using the UCCE v3.0x engine kernel, build all 28 capital ships, and all stations so that from start to finish, the entire game takes place in first person mode like in LOD. This will allow commanders to run through their ship fighting alongside their NPC marine crew against intruders. Also with the ability to board other ships (since all will be build in 3D now) and stations. With at least 128 client multiplayer, similar to what I did with All Aspect Warfare/Angle Of Attack. Not an MMO as that's too much work. Make no mistake, at no point in time am I ever going to dumb down these Battlecruiser/Universal Combat games. They will remain as complex and niche as they have always been, and with zero compromises on my part. Game Info Game Docs Game Commands Game Tutorial Galaxy Map (color) Galaxy Map Links (color) Galaxy Map (standard) Game Cheat Codes Game Galaxy Maps Game Appendix Changelog // v2x paid & freeware Changelog // v3x The Lyrius Conflict DLC Sometimes Steam client won't run the executable that creates shortcuts to the above docs. This KB article shows how to manually install it. If you prefer the Blackness of space, download this skybox file and copy it into the .\gfx folder. Be sure to rename the existing skybox.zip file in there! This file works with both the freeware and The Lyrius Conflict DLC. Also Captain Lazychan has a slew of mods and tutorial videos. D_Smart fucked around with this message at 04:07 on Jan 3, 2016 |
# ¿ Dec 6, 2015 21:20 |
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# ¿ Apr 27, 2024 16:43 |
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Universal Combat posts culled from other threadsquote:
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# ¿ Dec 6, 2015 21:22 |
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Omi-Polari posted:
One of the things I want to do with this is that, since the whole game is in fps, if you get boarded, you can just grab your weapon and go fight alongside your marines wherever intruders happen to be on your ship. Also, the most requested feature, the boarding of other ships as well as fps inside all the stations. Just like I did in LOD, but for this far more advanced game.
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# ¿ Dec 6, 2015 21:42 |
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Hillary Clintons Thong posted:Derek I could never get anything to happen except CTDs in the free release of BC in like 1997, so as I install this I am asking if I should hook up my joystick or is this mainly mouse driven. Yeah, UCCE 2.0 is generations more advanced than that original game. Give it a shot. Also, note that the freeware version on Steam is using the v2.0 engine, while the DLC using the v3.0 engine which has various improvements and will continue to be updated as development continues through 2016.
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# ¿ Dec 6, 2015 21:46 |
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Kraven Moorhed posted:Posting in the same thread as a PC gaming legend. You can use anything you like. It supports keyboard, joystick, mouse and controllers. I prefer joystick of course.
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# ¿ Dec 6, 2015 21:47 |
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If you prefer the Blackness of space, download this skybox file and copy it into the .\gfx folder. Be sure to rename the existing skybox.zip file in there! Also Captain Lazychan has a slew of mods and tutorial videos.
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# ¿ Dec 6, 2015 21:56 |
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Blacktoll posted:Let me get this out of the way: Will I be able to marry my space waifu of choice? Is there romance? You might be pushing boundaries in the space-war simulator genre but I haven't seen your emotional side, Derek. Yes, you can. But you would need the multiplayer version of the original UCCE for that, since v2.0 and v3.0 do not have multiplayer. Since you can deploy yourself and your entire crew onto planets, nothing is stopping you from having a virtual wedding on a planet.
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# ¿ Dec 6, 2015 21:58 |
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Omi-Polari posted:
The tech is already there (you have played LOD, right?). It's more about time and money, than it is about the tech.
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# ¿ Dec 6, 2015 22:01 |
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Hillary Clintons Thong posted:I'm still downloading this. Can I name my crew members???? Not yet. I am planning on adding that in the DLC since it's also one of the most requested features. It's trivial to do honestly, I just never found the time to do it. I was planning on just adding a text file, then read the user created data from it which then overloads the game's own built-in names. I didn't do it. So the proper way to do it would be from within the game's UI when you are creating a new game. Right now you enter your name and ship's name. In the DLC you would be able to name your crew (all 100+ of them) if you wanted to from that same screen.
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# ¿ Dec 6, 2015 22:03 |
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BMan posted:I have played such games as X3TC, DCS World, Falcon BMS, and vanilla Dwarf Fortress. Is this game for me? Absolutely. Just check out the game manual in the first post
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# ¿ Dec 7, 2015 00:51 |
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Gilganixon posted:I'm going to give this a whirl but goddamned if it doesn't look as hard as nails to figure out. It can be. But once you get the hang of it, it's a breeze. The entire game can be played using only a mouse and keyboard. But you should play the tutorial first.
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# ¿ Dec 7, 2015 15:15 |
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I finished the new blog (which the first post in this thread is based on).
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# ¿ Dec 7, 2015 15:17 |
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Agent Escalus posted:Do you still do most of the programming/art/sound yourself like back in the BC3K days? How much collaboration do you engage in on a project? Any interest in tablet/mobile development, or would you rather leave that up to the Galaxy on Fire crew and similar arcade-like takes on the genre? Yeah, I still do quite a bit of programming. Not as much as back in the day though, since I now have various teams and projects to run. I actually wrote a blog about this yesterday. Since I tend to do all my game design work, act as producer etc, I collaborate quite a bit with my team leads, as well as interface with my content providers (art, modeling, writing, audio etc) on all my projects. My first foray into mobile/console was with Line Of Defense Tactics, the RTS companion game to Line Of Defense MMO. I had put together a separate team to build that game back in 2013 with Unity4. We shipped it in 2014 for mobile (ios/android) and on PC (where it got lambasted on Steam for being a "mobile port", which it wasn't). I then did a deal with Microsoft and an improved version is coming out on Xbox One this Friday, Dec 11th. This is the trailer for that version https://www.youtube.com/watch?v=5p7LzdFlkZc I have been keeping up to date with VR, but for me, it's still more of a novelty that only the big boys and hobbyists can engage in. I still don't believe that it will go mainstream in games. I actually owned several Occulus devices, but sold them at a tidy profit last year. Naturally if the landscape changes, I will take a closer look. But until then, I simply don't have the time and resources to waste on it.
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# ¿ Dec 8, 2015 15:02 |
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duck monster posted:I had UC, god, maybe a decade ago? Was completely mystified by it. But I'm glad it exists Maybe when I get some time I'll have another go, if it still runs. Yeah, UC first came out in 2004. Don't bother installing that one though. The free UCCE 2.0 on Steam is far more advanced, runs better etc though it has fewer (it's free, and you need the DLC to get all the missions) missions.
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# ¿ Dec 8, 2015 15:03 |
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Omi-Polari posted:Here's a question. How did the different main battlecruisers/carriers (MK1, MK2 and MK3) come about? They are all part of the game's mythos. I designed all of them from scratch. As I did with the backstory and such. The Galactan class Battlecruiser MK3 was the first carrier ever made and featured in the BC3K games. That was back when the first game, Battlecruiser 3000AD, only had that one carrier and it's complement of 12 (4 fighters, 4 shuttles, 4 ATVs) support craft. It's also a very capable craft. I think the reason you see most people playing the MK3 is because of nostalgia. Plus it's a great ship. The game's legacy appendix holds more info on these ships and how they compare.
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# ¿ Dec 9, 2015 00:45 |
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Omi-Polari posted:I decided to decloak above a base, turrets firing and launching interceptors. heh yeah, not surprised.
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# ¿ Dec 10, 2015 03:24 |
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FYI for those of interested in my plan going forward for the series
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# ¿ Dec 10, 2015 03:25 |
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BMan posted:Actually I was talking about the part of the tutorial where you get into a fighter and fly it manually. The missiles were effective, but the AI seems too stupid to salvo them. The AI is just fine. It's dialed down for the tutorial. And yes, main guns in capital ships are patently useless against fighters because a) fighters are faster, more nimble b) the main guns have a "convergence gap" between the gun mountings making it easy for them to miss smaller targets Turrets are laser beam guided and auto-tracking. So they are far more deadlier than "burst enabled" guns. I released a minor patch earlier today.
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# ¿ Dec 15, 2015 01:46 |
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Gilganixon posted:That looks like an unbelievable amount of work. I'm seriously considering dropping the £22 on this DLC just on the basis of the horrendous amount of effort that's being poured into this, regardless of whether it's a good game or not (I haven't had enough spare time to figure that out yet) Not as much as the amount of work it took to build the game. But yeah, it is. But it's mostly all content. The graphics upgrade is only about 25% the effort since I'm just porting the graphics engine from AAW/AOA, doing some optimizations etc. So it's not a complete re-write at all. Also note that those are three distinct projects there; not one. More info in this recent Battlecruiser 3000AD – The Legacy blog D_Smart fucked around with this message at 01:54 on Dec 15, 2015 |
# ¿ Dec 15, 2015 01:47 |
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TheHoosier posted:space sims arent my thing, but i decided a cure for insomnia would be to try out UC. I followed the tutorial to the letter and actually had fun. couldnt get the hang of the ground stuff unfortunately. might actually try out the DLC. hehe, glad you like it. I wanted to break the monotony of learning such a complex game, which is why I wrote the tutorial the way I did Also, the Lyrius Conflict DLC is currently on sale and you should definitely get it because aside from the on-going tweaks, bug fixes etc, I'm completely overhauling the graphics engine, updating the entire model dB etc. I hope to get that all done by the end of 2016. It's poo poo ton of work, but it sets the ground work for what I want to do with a sequel few years from now. e. as you guys can see, the Star Citizen twats have been doing their review bombing poo poo on my game's pages. So if could take a moment to rate the free and paid DLC, that would be smashing. Omi-Polari posted:For me that's part of the charm. You'll get to a part and he's like "okay, now reload the game because you definitely just died " LOL!! Yeah, pretty much. Deadmeat5150 posted:I have an unironic love affair with the Battlecruiser series. Myself and three friends pooled together our meager savings (Not bad for a couple of 15 year olds) and bought a copy and a joystick in 1996. I've purchased every iteration since. Thanks for your support!! I think you're going to be impressed with what I have planned for the old gal in these upcoming updates via the DLC. D_Smart fucked around with this message at 22:50 on Dec 24, 2015 |
# ¿ Dec 24, 2015 22:43 |
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Drunk in Space posted:Entire planets had been done just fine earlier though in Elite 2, and better too to be honest, since the transition from space to planet and vice versa was seamless They weren't "entire planets" though. And they were "empty" and made up of mostly low res Gouraud shaded polygons. This is what the planets in the original BC3K looked like back in the day. Good times quote:whereas in BC3K I'm pretty sure there was a loading screen. There is no loading screen in any of my games prior to LOD. Here is someone playing BC3K and going from space to planet. What I did was cache the planet you're going to once you engage the jump engine with the planet as the target. Then if you commit (after being asked Y|N) to the planetfall procedure, I cut to an external camera view of your ship showing it flying into the planet. That's why during that transition, you don't see any loading screen, no pausing etc. Even now in UC, it's the same procedure, but with a different camera angle, atmospheric burn effects etc. And there are loading screens in LOD because : 1) it uses a completely different engine, and doesn't benefit from any of my earlier tech. In fact, when I finished the design in 2009 and we started the development in 2010, it was with my pre-existing tech (the iteration used in the AAW/AOA games from 2009. It then dawned on me that I would end up making yet another BC/UC game, and bringing along a lot of legacy tech, a bunch of stuff that had to be stripped out etc. So I scrapped it, and started to build a completely new game engine in 2011. 2) the planetary terrain is not procedural, since it's hand-crafted due to each base being stylized according to a specific climate (desert, (hot, (moderate, (artic) zone 3) the hand-crafted (in a level editor) planetary scenes are massive and won't fit into memory 4) in order to handle multiplayer clients efficiently, since the game is neither instanced, nor sharded - and all players exist in the same server - separating the game world into "scenes" provides complete control. It also allows the game engine to support both an MMO multiplayer model, as well as a standard client/server model with a server browser. The latter, on the console (or PC if we went that route), allows players to either host the game as server + play as client, or play as client connected to a dedicated player hosted server. quote:That said, I enjoyed BC3K when I played it (around 1999 or so), and don't even remember the copy I played being particularly buggy. You probably got it after I released that first mega-patch. Or maybe two years later after Interplay released v2.0 to retail. quote:The complexity of the simulation and the fact you were in control of a capital ship with all its subsystems, crew, docked fighters etc instead of a little X-Wing or dinky tradeship hit a lot of the right buttons with me, so I was able to overlook many of the more glaring issues it had with UI or whatever. The fact that the universe was 'alive' as well with different factions fighting each other, and how you could jump in somewhere and see this huge battle going on was really cool for the time and obviously something that had been lacking in many games of the genre up to that point (hell, it may have even been the first game of its type to make a serious effort of doing that - was it, Derek?) Yeah. It was the first game of its kind to do it. And last I checked, it still is. All of that is still maintained (obviously improved upon since that first 1996 release) in the UC games. It's because the BC/UC games have such a large following, that after I released UCCE v2.0 free on Steam, that it dawned on me that it's probably a good idea to improved on it. Hence The Lyrius Conflict DLC update. That DLC is what will determine where I go with the series in the coming years.
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# ¿ Dec 25, 2015 14:53 |
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Drunk in Space posted:That's fair. I wasn't aware of the technical side of things regarding how they accomplished it in Frontier vs what you did with BC3K, and it's clear that graphically the planets in the Frontier were a lot simpler. Yeah, those are all fair statements. Remember that Elite's world was procedurally generated; even back then. Hence the primitive showcase. btw, the slight pause you experience in the BC3K planetfall sequence, are the textures (sky, terrain, buildings) loading from disk. The raw planetary data was already fully loaded. And you will only experience that hiccup depending on how much memory your video card has. That's why, though the same tech is used in UC games, you tend not to notice is anymore due to the sheer amount of memory in video cards now. I had procedural generation tech from way back then; but never used it due to limitations of the computer systems at the time. e.g. the planetary terrain back then, and even in the current Universal Combat games, are procedurally generated. It is because of those tech limitations being no longer prevalent in modern systems, that we're only now seeing seamless space <-> planetary transitions in upcoming games like Battlescape, NMS, ED: Horizons etc. I am not including Star Citizen in the mix because theirs is i) a glorified hack running in the CryEngine editor ii) it will never see the light of day as a finished product. When I am finished with The Lyrius Conflict and which determines whether or not I move forward with one of the two new titles (UC Advanced | BC3K remake) I am planning, I intend to do seamless space<->planetary transitions as well, thus removing the external camera flyby sequence.
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# ¿ Dec 26, 2015 15:36 |
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Deadmeat5150 posted:You know, I have always hated simulation games like Flight Simulator and Farm Simulator, the ones that are over complicated. However I still love Battlecruiser. heh yeah, love or hate them, my games are an acquired taste. Which is why there is never a middle ground. You either like them or you don't. And if you're an idiot, you hate them because you hate me.
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# ¿ Dec 27, 2015 01:50 |
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TheHoosier posted:im gonna say the ground stuff didn't go real well for me. let me preface that by saying that deploying ground troops while hovering my CC above the battlefield and blanketing enemies in pew pew lasers is a really awesome experience. however, sending my own guy down there and playing it as an FPS was super clunky for me. i probably need to just read the manual more, but that part of the tutorial didnt go as smoothly. Yeah, the FPS module in the UC games is kind clunky. I aim to fix that in The Lyrius Conflict DLC though, since the FPS engine in All Aspect Warfare which is the engine I'm porting to the DLC, is far more superior. Deploying your marines from the ship (via transporter or shuttle drop launch) smack into the middle of hostile territory, is a sight to behold.
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# ¿ Dec 27, 2015 15:43 |
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The Interloper posted:I wanted to enjoy this, but both times when I tried to play seriously were wasted due to saves corrupting, which has put me off. Apparently the quicksave function (shift+ctrl+G) is unreliable, which might have been nice to know beforehand. Not sure which version you're playing, but the saved games work just fine. Most people don't know how the quick-save actually works. See if that helps. But you should use the full save if you want a full saved game image. Also, if you are running the freeware version on Steam, that version is 2.00.02. The paid (full version) is 2.00.03. The Lyrius Conflict DLC (for the Steam version) is 3.00.07
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# ¿ Jan 1, 2016 19:15 |
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In other news, Battlecruiser 3000AD is 20 years old this year. Were you part of the 1996 revolution?
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# ¿ Jan 1, 2016 19:17 |
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The Interloper posted:I have the Lyrius Conflict DLC on Steam, and yes I'm running the game through that option every time. I'm calling it "quicksave" because that's how it's referred to in the command reference sheet. The one that saves to the "autosave" slot without quitting the game. Normally it works (which is why I was using it so as not to have to quit to the menu every time I save), but on two separate occasions I've had saves that don't work when I try to load them. The loading bar stops at 50% and doesn't move no matter how long I wait. The program isn't frozen though because pressing ESC exits it. This is the first time that I am seeing or getting any such report. Can you please run CHKDSK on the drive? It could be that the games are being saved to a bad sector, one that's flagged as going bad or bad, but files are being moved to good sectors. Also, start a new game. And if you run into this problem again, please open a support ticket and attach the saved game files so that I can analyze them. e. CTRL+SHIFT+G (Quick Save) is the same as COMMAND/SYSTEMS -> QUIT & SAVE WITH RESUME but doesn't quit the game. D_Smart fucked around with this message at 20:32 on Jan 1, 2016 |
# ¿ Jan 1, 2016 20:27 |
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Mandibular Fiasco posted:I was on the CompuServe forums and on USENET back when this went down. The threads were epic, and Derek, to his credit, was right in the middle of it all. It was pretty wild watching the developer wade into everything that was going on. It was pretty unheard of to see or hear of a developer who was as visible as Derek was back then. The only other one who came close was Andy Hollis, when he was developing for Jane's Combat Simulation / Electronic Arts. Indeed. As I wrote in this Gaming Urban Legend blog, it's not like there was ever a choice of what I needed to do. What Take Two did affected me from my standpoint as a gamer, because they shipped and were selling a product they knew was still in Beta. Then made the mistake of trying to pin it on me by making up poo poo (e.g. I got angry, attacked a Coke machine, left the project etc). I can deal with all kinds of things, but when you make that sort of attack, all you end up doing is declaring war on the one person who never saw a conflict he didn't like. Which is precisely why, those who know me, knew what was coming back in July when those pricks over at RSI/CGI, pretty much did the same thing when they accused me of doing something that I didn't do. Unlike most from back in the day, I was never a part of the industry as I had never worked in it - for anyone. And to this day, I still haven't and don't intend to. So it was all very strange to me what was going on. So it was easy to make it personal. And that's precisely how what has been dubbed The Greatest Gaming Flamewar in history, came about. It was glorious.
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# ¿ Jan 3, 2016 02:59 |
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The Interloper posted:Did chkdsk, no problems or bad sectors found (and I should hope not, all the parts of this computer are less than a year old). Quick Save (CTRL+SHIFT+G) just acts as a check-point. If you use it when you don't already have a full save (ALT+G), it can't be resumed or restored because the player profile is never saved; only the game state. Try the tests mentioned in the support article as it gives a better explanation. ps: I forgot to add that you can't save Instant Action scenarios. Only ROAM and ACM scenarios.
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# ¿ Jan 3, 2016 03:03 |
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Omi-Polari posted:Weird. 3000AD links are down. Yeah, looks like we moved some things around and broke the links. I have fixed them in the OP now. Thanks! e. I also added a link to the standard galaxy map which can be printed D_Smart fucked around with this message at 03:23 on Jan 3, 2016 |
# ¿ Jan 3, 2016 03:11 |
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I am looking to do a minor patch release this month. I did some stuff over the holidays and have updated the changelog to reflect what's done thus far.
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# ¿ Jan 3, 2016 03:13 |
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LowellDND posted:K, so I went and grabbed the DLC, but it looks like the Guides in the OP dont have working links. btw, sometimes Steam won't manually install the links to the docs. This KB article shows you how to manually install them.
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# ¿ Jan 3, 2016 04:04 |
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McGiggins posted:I am starting a weeks holiday next week, the first in many, many units of time. Well don't expect too much though. Just explore the massive game world. The massive update (aircraft) is inbound this month and will have a huge impact on the game. ps: SA - Line Of Defense thread
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# ¿ Jan 8, 2016 15:51 |
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# ¿ Apr 27, 2024 16:43 |
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Omi-Polari posted:Star Citizen fan plays Universal Combat: Heh yeah, saw that when it first went up. Comment comedy Gold quote:You had to alt tab out to pause the loving game when you just read out press the loving pause key no wonder DS thinks we're all retards ffs. How you can label the video "condescension" when you just proved his point is loving hilarious.
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# ¿ Jan 27, 2016 22:06 |