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Gremlion: Yes.
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ast486: Hmmm I havn't seen one yet then. :-o
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ast486: Hmmm I havn't seen one yet then. :-o
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Gremlion:
Huh thanks :-)
so I've thrown in a few tracks to go along with the game's music because I really like the feel of the game. but there's two problems. first is that my added tracks play something like 75% volume to the game's. second is that my own misunderstanding of the musical paths caused me not to hear my music as often as I thought I should based on the apparent size of the game's stock track pool and the size of the one I was supplying (about 10 tracks to ambient and combat. now that I better understand the function of the various paths, it should improve)

I had thought the game was prioritizing its own music, and even possibly selection based on waveform analyses, but it seems that I had improperly configured music folders. "idle" and "ambient" are somewhat misleading.

this wonderful fellow on Steam has done the legwork here.

http://steamcommunity.com/app/290300/discussions/0/483368526575213396/#c483368526576367828

I haven't tested this yet but it matches perfectly with the experience I've had so far.

could we get a FAQ update explaining the relationship these folders have to the game?
game is good. I have a couple quibbles though after playing some.

militia forces should attack and destroy any contraband they find.

currently, you cannot destroy cargo. I think this should be removed for contraband.

sometimes when leaving a station, you'll try to warp and will be stopped by cargo or even accidentally tractor in the cargo.

it would reduce this annoyance be more immersive for system militia to attack and destroy free floating contraband,

unless it's space slaves, which they should tractor. or maybe they should just tractor everything.

it would be nice if you could turn contraband over to militia.
Post edited December 17, 2015 by johnnygoging