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I thought this was cool: A couple of the people who are applying to be the new producer of Starmourn went through the forums and said they couldn't believe how non-toxic they are. One remarked they're the least toxic game forums she's ever seen. Good job everyone!
Aurelius
21
Re: Quotes
Ping.ICE.Result("antivirus, antivirus, mobile_firewall_west, polymorphic_antivirus, polymorphic_antivirus, and polymorphic_antivirus")
Ping.Route.Result("north and west")
UseSync(1.00)
Yeah, uh, no.
Jerom
2
Re: The Ideas Thread
Can the font color for https://www.starmourn.com/game-help/ be set to black? Having to highlight text to read it because it's white font on white background is a chore.
Andrew
1
Re: Artifact Ideas
Tractor beam field. Allows you to tow more than one gas scoop or asteroid at the same time.
Maybe one of each!
Tiase
1
Re: Good Vibrations!
You acknowledge Teithedir in greeting.
Teithedir sings a little song. "I would live five hundred years, and I would live five hundred more, just to be the tree that lived a thousand years to give you plants galore."
Teithedir sings a little song. "I would live five hundred years, and I would live five hundred more, just to be the tree that lived a thousand years to give you plants galore."
These Decheerans, man.
Reeloc
6
Re: Refinery, Market orders and mining tweaks
I just woke up and am not in game yet but I think it's (just examples) MARKET ORDER TAKE 1 5 to agree to sell 5 units and MARKET ORDER TAKE 1 5 PERCENT to do a percentage. Also, because of refining speeds, I highly suggest not taking an order until the product has already been refined.
Slander
1
Refinery, Market orders and mining tweaks
I've been playing Starmourn for a week or so and I must say I love discovering what the game offers. I found the market order and refinery commands a little confusing to begin with. It's obvious once you figure it out.
One thing I don't like is that you have to pick the % when you take an order (i.e sell your refined gas/asteroid). It gets confusing, I don't know if it's in hard units or a percentage because the syntax just accepts numbers. Can we either add a shipsim prompt which converts the percentage into hard units? It would be less confusing if it was listed in units.
The other thing is that a warning that you can't cancel orders once you take them. For newer players (where 50 marks is a big deal) a warning the game should refuse to accept orders unless you enough units already in your cargo hold to complete the order will be very helpful.
When you're taking an order it should show a prompt of how many scooped units of gas you'll need to complete the market order, for newer players.
I'm enjoying the game immensely
One thing I don't like is that you have to pick the % when you take an order (i.e sell your refined gas/asteroid). It gets confusing, I don't know if it's in hard units or a percentage because the syntax just accepts numbers. Can we either add a shipsim prompt which converts the percentage into hard units? It would be less confusing if it was listed in units.
The other thing is that a warning that you can't cancel orders once you take them. For newer players (where 50 marks is a big deal) a warning the game should refuse to accept orders unless you enough units already in your cargo hold to complete the order will be very helpful.
When you're taking an order it should show a prompt of how many scooped units of gas you'll need to complete the market order, for newer players.
I'm enjoying the game immensely
Tiase
3
Re: The Ideas Thread
From everything that the dev team has said, races have no mechanical benefit, but are purely for roleplay reasons, for the very reason that people won't feel as much need to switch. They want to avoid people changing for the sake of consistent roleplay reasons from what I understand. There is a discussion: here.gencaygekdhalkmof said:Is there a reason that changing race is currently limited to a one-time thing and no more? Races are almost purely cosmetic.
Qitorien
2