Spacebase DF-9

Spacebase DF-9

Spacebase DF-9 Alpha 2a released

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Suonik Dec 17, 2013 @ 12:57pm 
Hey, I'm having problems on MBP OSX 10.9 with the textures for AirLock Doors since day one. There is literally no texture for them showing, just some strange semi-transparent text (?).
Zergash Dec 16, 2013 @ 4:13am 

And some Ideas for Derelicts:

- they should not only contain Raiders or Killbots - but also maybe Artifacts which can either be converted to a nice amounf of Matter or converted into an Exihibit which makes people a little more happy, maybe in a Archeology Lab or Science Room.


Zergash Dec 16, 2013 @ 4:12am 
Therefore another idea, concerning Raiders:

The Raider-Spacecraft which dock at my Base really annoy me!

It would be better if the Raider spawed with a "Raider Seed - Pod" (which can be deconstructed - after they got killed)

And - Raiders have no acces Codes to my Airlocks (and so should no one else unless i invite them! (and thereby send them the codes)
Therefore they ahve to "breach" in Space Suits - into my Spacebase! The attack a point of my Outer-Hull and start Digging in - like the Drawfs in Dungeon Keeper 1&2

- this would make it usefull for a player to reinforce the outer hull and maybe install liek remote gun-turrets and monitor them with a security station?
- this could spawn a base defence mini game! in really raider-intensive Areas.
Zergash Dec 16, 2013 @ 4:12am 
Hey there, really nice update!
I love the botanists.

There could be some random Events for Botanists like:

1. Mutant Space Plants - A Botanist screws up big times and grows aggressive monster plants - which attack your workers and botanists.

2. Plant Crew-Aliens - on a really Rare occasion you could accidentally grow a plant-crew men (which is an actual Crew Man, but was grown by mistake)
dspalding Dec 16, 2013 @ 2:03am 
I am really enjoying the game!!!!

A few thing (bugs?) that are frustrating me are:

When cannibalizing derelict vessels or raider vessels you can't just task the builders to delete the whole things. they delete the walls first (unless they have doors in them) and then you have to go back and task them to delete the walls once the door is removed. Then you often have to re-task them to delete the floors. it is very frustrating and they should just delete the whole thing.

Also the builders will go into a room then delete a piece of the wall and get themselves sucked into space.

apart from these issues most of the game is working nicely for this level of development! Well done!
Shodan Dec 15, 2013 @ 2:29am 
Door textures are not showing correct on Mac with HD 3000 graphics, it is an issue with outdated(?) or poorly maintained mac OpenGL drivers that show on different games i believe.
GrimTrigger Dec 14, 2013 @ 9:48pm 
A few additional things to consider, that I thought of after originally posting... Blast Doors (if you've ever played FTL then you're familiar with the tactic of venting all of the oxygen from rooms boarders are in) that you can open/close manually or automatically all shut on 'red alert', med bays, security posts that your guys on security stand at until an issue arises, automated defensive turrets, assigning beds to crew members. Armory/Weapon rack maybe? One Armory can support 'X' amount of Security Personnel with weaponry.
GrimTrigger Dec 14, 2013 @ 9:35pm 
As most others have said... technicians are fairly lobotomized at the moment, and a 'demolish room' option would be great for those raider ships ruining your base design.

Also... I kind of feel like the travelers that ask to come aboard and are denied, yet come anyway, I feel like there's gotta be some kind of access codes to the air locks that they should not have. In other words... The whole forced crew growth may be intentional but I feel like other options to manage crew size should be made available other than having builders jettison themselves into space.

That all being said... I did not expect to find myself playing an alpha release for 6 hours straight. Great game so far and I look forward to more updates and polishing. Keep it up!
GrimTrigger Dec 14, 2013 @ 9:35pm 
A few suggestions.

Please remove the 1 tile dead space surrounding the beds. Currently I build a 4x3 space to place the bed within the room, build the bed, then place a wall directly behind it and have to demolish the 'double wall' on the outside after. The freedom to make tiny berthing compartments for each of your people with beds flush against the walls would be nice. If space is a concern, I'm sure there is a way to prevent a bed from being placed if both sides are blocked.

The option to be able to set the base you've been actively building as your 'home' would be nice, preventing newcomers and current residents from wandering off to recently explored derelict ships. In addition, the ability to 'assign' crew members to a station would also be great. Anything not directly connected to the 'home base' would be considered an independent station.

Kahuna Dec 14, 2013 @ 11:48am 
Nice so far, here are my 3 Thoughts:

1.: Breach. If i have breach inside the Base , not in an Airlock, all my People get sucked into Space that didn't went well :(.

Idea: Players should be able to force their people to wear their Suit inside the Base, would also be nice on other Occasions (Fire, propably a Reactor Problem- the Radiation could be deadly)

2. The Technicians are incredible ineffective so far.

I mean, 5 guys with 5 stars in that category were unable to maintain a minimum base for 12 People.

Idea: there should be some kind of ,,maintenance difficulty'' for each object, so Players can easily identify how difficult the Task is. Further, depending on how skilled a Technician is, Players should see how much she/he can repair a day.

3. Combat. that's a tricky one. When 3 Security Officers were sent to one Raider, 2 of them died because they all run one at a time towards the enemy.

Idea: Probaply a more direct Controll during combat.

Keep it on, Double Fine!