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One thing, for the adventure bases, is there a way to make it so you have to remove a feature/add something before the integrity stops collapsing? Could make it more challenging to have to repair and then also add a reinforcement panel or bulkhead before it's useable.
I'm glad you asked and that's exactly what I did. Unfortunately, it seems that this leaves a rather nasty and irritating message at the top of the screen that doesn't go away. To resolve this, I made it to where the hull integrity is within 0 to 1. This means adding anything that reduces the hull integrity, especially a hatch, will start crushing the base. Having said that, just entering the base and repairing isn't enough. You'd have to remove the hatch to start repairing and that's a diver's worst nightmare. Instead, this forces the player to remove a window or other aesthetic, or add reinforcement, such as a bulkhead or wall reinforcement. So basically, reinforce the base first, add the hatch, and then you can get to repairing. The dynamic gameplay is there for sure, and I may even add hardmode game rules for you guys to challenge yourselves with. Basically it would be up to the player's disclosure as to whether or not to cheat and go around the hardmode rules, but that's self defeating. I'll just add some side notes for the rules later on when Adventure Mode is finished, or at least has considerable content.
Oh absolutely. Each island may have up to 2 bases I'm thinking. One underwater, and one above water. The bases above water I want to have minimal items/equipment, but yeah a small island base is certainly gonna be made for both islands above water. Seeing as how, yes, many expert Subnautica players, inlcluding myself, instantly make a beeline for the islands to go get the observatory and moonpool... It is almost essential to have bases there. Thank you for bringing this to my attention. I'll think about trying to get those particular bases worked into the mod soon. So it may be a day or two idk.
In regards to lore, I really want to write a fanfiction regarding this mod. It will certainly take time to do so, but what I want to do is tie in the story of the fanfic character with the Degasi crew as sort of a space-time rupture alternate timeline that occurs during FTL travel or whatever kind of warp tech they have. I can't stop thinking about it, like an itch I wanna scratch. The detail here is that the fanfic will not work in the same timeline as the game, as the fanfic character's actions would influence the Degasi crew and they certainly would have wrote about him. I have thought of ways to work around this, such as him being a stowaway that they had no idea about, but now I'm getting ahead of myself. I know the entire timeline of the game so far and have had the pleasure to read all of the downloads and watch Markiplier's playthrough. Speaking of which, I need to use the wiki for data download references to stay true to lore. I want to say much more about the story, but that would be spoilers lol. I'm thinking that I'm going to wait until the developers finish the game. Wouldn't want to oversee important details.
You may challenge my aesthetic choices for bases and post suggestions for changes to bases, but be specific and concise about what you are trying to tell me.
Seeing as how Unknown Worlds and Charlie Cleveland, Subnautica's Director, had intended for the game to be gun-free, and to have the players find creative solutions instead of violent solutions, I have removed the torpedo module and torpedoes from the moon pool storage. If you want to defend yourself, you need to work for it. Sorry about that..
#neverforgetObraxisPrime
This update was applied to Billionaire Mode.
Since I am going lore heavy on this mod, no, I cannot add the launchpad. It is unfortunately an end game item and may upset many people, especially the devs. These bases are in-line with Degasi lore. No one else has landed on this planet, except for the fanfic character I'm to shortly make, which is a stowaway on the Degasi. The blueprints for the launchpad are sent to the Aurora and not the Degasi crew. They were unfortunately heavily under equipped. I am working on pushing the new Adventure Mode update through in the next couple of hours. Just working on some issues with the cyclops respawning.
Added 3 new bases and 1 derelict cyclops.
Derelict cyclops USS Bones has been sunk in the Blood Kelp Zone.
Drae's Breach Starter Base has been added to the floating island on the North side.
Bones of the Degasi derelict base had been added to the floating island in the central pool.
The Fissure base has been added in the Sparse Reef Biome just North of the floating island.
Areas added to Jelly Reach Outpost.
The derelict cyclops USS DREAGONA and USS BONES have popped their distress beacons. These beacons may now be activated manually in the ping manager.
Your base design is truely stunning! Very well thought out and nicely placed!
The only changes I made were;
1. Turned the storage room into storage/workshop making the room that had the constructors an 'entry' way.
2. Added signs at all the junctions so I could remember where everything was!
3. Turned the 'T's to the sides of the moon pool to '+' sections so the moonpool has four entries.
What a great base! The design is so nicely balanced functiionally and aesthetically. Well done!