Sea Power

Sea Power

Nov 22, 2024 @ 4:22am
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Patch Notes 0.1.0.5
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Showing 1-15 of 61 comments
moving-target Nov 22, 2024 @ 4:36am 
GREAT :cozybethesda:
LordOfWar Nov 22, 2024 @ 5:01am 
Thank you.

Looking forward to AI carrier improvements. Another step closer...
Dwight Shrute Nov 22, 2024 @ 5:14am 
Please please work on AI Carrier it would be a game changer if they responding realistic:steamthumbsup:
Smitticus228 Nov 22, 2024 @ 5:15am 
Thanks for another quick update! Hopefully Formations will be fixed soon and low ingress attacks don't cause aircraft to crash into land.
Black Bandit Nov 22, 2024 @ 5:18am 
Small thing, but the Australian Naval Flag is the White Ensign. White background, not red.
Majickthyse Nov 22, 2024 @ 5:37am 
When is saving going to be enabled? This is the single biggest issue which prevents me from starting a scenario.
keanecivilsltd Nov 22, 2024 @ 5:38am 
Many thanks, maybe i make a mistake, but should the fighters go weapons hold and then not maintain or find next engagement if you target them? E.g. Sent planes against target. they shoot once and font re engage or they hit one target and fly around the other 6 weapons locked until they get killed. I it better to put them in an area weapons free and let them do their thing? Consistent Time Acceleration still an issue.
vinternatt Nov 22, 2024 @ 5:55am 
Thanks for your good work !
Admirals Yacht Nov 22, 2024 @ 6:09am 
I just want to applaud Microprose. Star Trek: Birth of the Federation was my first multiplayer favorite. So glad to see Micropose back with another banger. Love this game.
Pungent Pickle Nov 22, 2024 @ 6:15am 
I have a plea: Please add "Alternative Spawn Location" options to the Scenario Editor. I would like to be able to provide not only a *chance* for a group to appear, but also a chance for it to be somewhere different than it's default spawn location.

Right now, the only way for me to implement something like that is to have multiple copies of a group spawn, then have a bunch of Trigger which check if a vessel has spawned, which then immediately sink possible copies of said vessels according to a hierarchy.
This is not only extremely scuffed, it is also resource-intensive and causes confusion in the player.

Ideally, the Alt-Spawn could be implemented as an "Empty" formation with it's own set of variables. The player should be able to decide which of the variables given (i.e. Position, Damage, Course, Mission) should override those of the "Full" formation (the one being affected by the Alternate Spawn).

This solution would allow mission-makers to improve replayability and create interesting sub-scenarios INSIDE the original mission, like: "What if this enemy was damaged beforehand?" or "What if there was an accident aboard your ships?" which aren't hard-baked into the Mission and thus predictable.
Von Tofke Nov 22, 2024 @ 6:30am 
Thank you !!! great game, over 70 hours for me and love it !
dustfang61 Nov 22, 2024 @ 6:34am 
cant wait too sink more hours into this game :D
gigglelamer Nov 22, 2024 @ 6:37am 
Thank you!
DaLazze Nov 22, 2024 @ 6:38am 
Keep on updating the game! Looking forward to more carrier AI improvements :steamhappy:
Gregory Eisenhorn Nov 22, 2024 @ 6:38am 
Thank you for the updates love this game so far!
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