27:00 the fact you weren't on the deck desperately trying to minigun that ramming craft you done adventure mode a disservice haha, really funny how you teamed with a scrapper during it tho. I remember trying to minigun a hake squadron with a 10k defenceless craft. It's so fun but I took a frag missile to the face and instantly died.
What's the reasoning behind habing two weapon controllers controlling the same turret? Also, you can just press Caps Lock to follow the last projectile you fired, as well as showing details about its distance, damage, fuel, etc.
I think that this was patched at some point, but if you had weapons with different velocities, they needed their own lwc to aim properly, and losing a barrel causes aps to lose velocity. It’s also hard to emp protect a turret cap, so I like to have a controller in the base for backup.
For an episode 1, i felt completely lost midway as i have the game and i'd like to see the steps of your creation and evolution in case i want to come back to playing the game. I would love to see you playstyle: building, designing, fighting, strategying, etc... But IMHO, you don't seem to have the patience to record all that process. You even said that you would load your blueprints... if you have videos of your past BPs, please share the link in the description. Cheers.
I have my steam workshop link in my channel page. I sometimes put it in video descriptions as well. As for building, I rarely do it live because my better builds take 20+ hours, but my ‘live wood’ series has some live building in it. My very hard series as a strategic component in episode 1, and I have scattered videos explaining some of my builds but not documenting the process.
What exactly are the parameters for this? Are there certain things you are not going to use? Also, if you want more time to build things off the bat you can use the + and - keys to slow down time to like 1/10th. As far as I know prefabs and sub objects still work in adventure mode.
I don’t have any hard rules for this. I generally intend to start adding in some vehicles with stronger weapons and higher running costs as I progress. In general, I’m going to skew a bit more towards cost efficiency than in the campaign since I’ll have single vehicles that run for 10s of hours, and that’s when rtgs start to really become worth it.
@@Damaddok82 FTD really sadly is a small community it seems, will you be doing an adventure series in the future? Love to see it. Really wish this game was more popular than it is.
@@Wolf-yl9tk Maybe, don't know when because I got a let's play of seven days to die going on, a tournament coming up, and still working on my custom campaign. Btw I think you were the one wanting to see a destroyer being made. Ive been working on one for my custom campaign. I am now editing the last video for it and will be putting it up on the workshop here in the next few days.
I do intend to upgrade my flagship between ep 2 and 3 and then follow that up with a move away from sail power once I have the resources to support it, so the Exadyne shouldn’t be a huge problem.
At some point I do want to play some multiplayer FtD, but probably not as part of this series. My schedule is a bit of a mess atm, so I can’t really make any kinds of commitments since I never know when I’ll have free time.
@@bungalowbill521 if you ever do want to try it, let me know. We've done it before and it's a great way to get your community involved! Plus if you don't like what has been built, just steer it into a torpedo! Lol
27:00 the fact you weren't on the deck desperately trying to minigun that ramming craft you done adventure mode a disservice haha, really funny how you teamed with a scrapper during it tho. I remember trying to minigun a hake squadron with a 10k defenceless craft. It's so fun but I took a frag missile to the face and instantly died.
That’s actually why I built a hatch during that fight instead of watching.
Love the designs!
You're going to do a Heizmeister-style adventure fleet with multiple vessels? Cool. ;)
What's the reasoning behind habing two weapon controllers controlling the same turret?
Also, you can just press Caps Lock to follow the last projectile you fired, as well as showing details about its distance, damage, fuel, etc.
I think that this was patched at some point, but if you had weapons with different velocities, they needed their own lwc to aim properly, and losing a barrel causes aps to lose velocity. It’s also hard to emp protect a turret cap, so I like to have a controller in the base for backup.
i find that hovers are good and if you use electric engines, zero material upkeep is nice.
For an episode 1, i felt completely lost midway as i have the game and i'd like to see the steps of your creation and evolution in case i want to come back to playing the game. I would love to see you playstyle: building, designing, fighting, strategying, etc... But IMHO, you don't seem to have the patience to record all that process.
You even said that you would load your blueprints... if you have videos of your past BPs, please share the link in the description.
Cheers.
I have my steam workshop link in my channel page. I sometimes put it in video descriptions as well. As for building, I rarely do it live because my better builds take 20+ hours, but my ‘live wood’ series has some live building in it. My very hard series as a strategic component in episode 1, and I have scattered videos explaining some of my builds but not documenting the process.
What exactly are the parameters for this? Are there certain things you are not going to use? Also, if you want more time to build things off the bat you can use the + and - keys to slow down time to like 1/10th. As far as I know prefabs and sub objects still work in adventure mode.
I don’t have any hard rules for this. I generally intend to start adding in some vehicles with stronger weapons and higher running costs as I progress. In general, I’m going to skew a bit more towards cost efficiency than in the campaign since I’ll have single vehicles that run for 10s of hours, and that’s when rtgs start to really become worth it.
@@bungalowbill521 Well I'm definitely interested in seeing how this works out. Lots of people been doing adventure mode lately.
@@Damaddok82 FTD really sadly is a small community it seems, will you be doing an adventure series in the future? Love to see it. Really wish this game was more popular than it is.
@@Wolf-yl9tk Maybe, don't know when because I got a let's play of seven days to die going on, a tournament coming up, and still working on my custom campaign. Btw I think you were the one wanting to see a destroyer being made. Ive been working on one for my custom campaign. I am now editing the last video for it and will be putting it up on the workshop here in the next few days.
What settings did you have on that spin block at the beginning ?
Fine
The variance is only going to get worse. You can meet 700k material hovercraftcraft at warp lvl 30
I do intend to upgrade my flagship between ep 2 and 3 and then follow that up with a move away from sail power once I have the resources to support it, so the Exadyne shouldn’t be a huge problem.
The fill key doesn't work in combat I have discovered.
Hey, let me know if you want some company in adventure mode! Love this in multiplayer!
At some point I do want to play some multiplayer FtD, but probably not as part of this series. My schedule is a bit of a mess atm, so I can’t really make any kinds of commitments since I never know when I’ll have free time.
@@bungalowbill521 if you ever do want to try it, let me know. We've done it before and it's a great way to get your community involved! Plus if you don't like what has been built, just steer it into a torpedo! Lol