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Should we prioritize Care...
Forum: Suggestions & Feedback
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10-17-2019, 09:00 PM
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The High Frontier: An Eas...
Forum: Real Space
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05-10-2019, 03:37 AM
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Finances
Forum: Trouble-Shooting
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03-03-2019, 04:42 PM
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Is there a way to build a...
Forum: Getting Started
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09-29-2018, 02:29 AM
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What to do with multiple ...
Forum: Dev Log
Last Post: samuel
09-27-2018, 02:44 PM
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Is there a way to purchas...
Forum: Trouble-Shooting
Last Post: JoeStrout
09-24-2018, 07:01 AM
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Hello --- Orbital transfe...
Forum: Welcome
Last Post: JoeStrout
09-22-2018, 05:55 AM
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musings about a far-futur...
Forum: Community Chatter
Last Post: TatyanaJones111
08-20-2018, 07:36 AM
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HEO-1
Forum: Showcase
Last Post: DavidShaw
08-20-2018, 12:22 AM
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Artificial Skylight
Forum: Real Space
Last Post: LisaPuig
06-19-2018, 01:59 AM
» Replies: 2
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Making money from completed projects |
Posted by: AthenaRoberts - 12-23-2017, 03:28 PM - Forum: Suggestions & Feedback
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I had expected being able to mine NEA's would reduce material costs and become a source of revenue for the station with the relevant businesses appearing in the colony. That hasn't happened.
The same goes for the Fuel Depot project. Completing that I figured I'd be able to build a station with fuel tanks/fuel docking port and have the appropriate company appear in the colony.
The only activity that produces exports for the colony is farming. There are no businesses I've seen in the colony that manufacture anything that one could export.
If those type of changes are made to the next version, we'd also need to be able to see imports/exports broken down to see what is being imported/exported. As the game stands now, it's obvious. Food.
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What about trading cash for XP? |
Posted by: AthenaRoberts - 12-23-2017, 03:04 PM - Forum: Suggestions & Feedback
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I have available cash of $1.5 Billion at my stations. I'd love for there to be a way to use that to improve the station or progress in the game. What about trading cash for XP? Elon Musk started a successful rocket company with a few hundred million dollars.
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XP for achieving other noteworthy mileposts |
Posted by: AthenaRoberts - 12-23-2017, 03:00 PM - Forum: Suggestions & Feedback
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I'd like to get XP for achieving other noteworthy mileposts. XP is awarded for $10/50/100 million/year income. What about for for $200 million or $500 million or more? At least I haven't seen any. XP is awarded for having 2000 residents, but the next award is for 10,000. What about for 4000 or 5000?
The issue about gaining residents is a big one for me because getting to 10,000 residents is the only opportunity currently available to me. I've accomplished all the others.
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How do I mitigate fire hazards? |
Posted by: AthenaRoberts - 12-23-2017, 02:52 PM - Forum: Suggestions & Feedback
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I've no idea how to keep things from burning down and having fire departments around doesn't seem to help and neither does calling them. It's common for me to lose several buildings at once when there is a fire. With crime, I've noticed adding lights will lower the crime rate of an area. For some reason, I"m not sure why, dehumidifiers always attract crime in this game and they are the most likely to burn down. They've burned down so often that I've concluded maybe I have too many of them. So, when they burn down I don't replace them. However, I always replace water treatment plants when they burn down. Since I can reduce crime by adding street lights, how do I mitigate fire hazards?
Also there seem to be way to many fires in this game. I live in hot and dry Phoenix, Arizona and even during the summer we don't have as many files as a get playing this game. They are rare enough that it's newsworthy when it happens.
Are the fires ever caused by arson in this game or is it just chance?
Mainly though, I'd like to learn how I can reduce fire hazards.
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Making Squawk Mods |
Posted by: AthenaRoberts - 12-23-2017, 12:59 PM - Forum: Mod Development
- Replies (3)
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I'd like to make some mods. I'm mainly interested in Building mods, but Squawk mods seem easier right now. I read the info on the forum saying that the only available variables are: gravity, random, and randomPercent. I'd like to know how to add others like WaterUsage.
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Hello! |
Posted by: AthenaRoberts - 12-22-2017, 04:09 PM - Forum: Welcome
- Replies (2)
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Hello Fellow High Frontier players!
I installed High Frontier on 13 Dec 2017 and bought the full version two days later. I've been playing it non-stop since then (90+ hours). That is unusual for me because I'm not anything close to being a gamer. I haven't seriously played a computer game since Doom! in the early 90's. This game is something that excited me because i am pursuing a career in aerospace. I want to help make colonizing space a reality. Also, I've recently been shown the benefits of playing games.
Regards,
Athena Roberts
athenaroberts.pw
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Mod creation manual has moved |
Posted by: JoeStrout - 08-18-2017, 08:41 AM - Forum: Mod Development
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We pointed this out elsewhere, but it bears mentioning here too: the documentation on making mods has moved. That documentation is now found here.
Of course in the process of moving this from its old location, I've come to realize that it is woefully incomplete. There is no mention of project mods, for example (which add to the tech tree you play in campaign mode), and little description of all the different effects that buildings can have.
So obviously we need to beef that up. But so far, there hasn't been a lot of demand for it, which makes it hard to get excited about spending a lot of time. I know, I know, it could be that there's no demand because the docs are so thin.
So let's say this: if anybody wants to create a High Frontier mod, of any sort at all, post about it here! We'll help you get started and provide all the details you need. If you want to do something the engine doesn't yet support, we might even add that support for you in the next release!
Best,
- Joe
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Some web pages (release notes and mods) moved |
Posted by: JoeStrout - 08-18-2017, 08:36 AM - Forum: Announcements
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From the beginning, we were hosting our project wiki at a site called Assembla. Recent changes to their terms of service are forcing us to close that project, and move our content elsewhere.
So, the Release Notes, formerly found here, are now here (at http://highfrontier.com/releasenotes.html).
Information on Making Mods, formerly found here, is now here (at http://highfrontier.com/makingmods/index.html).
We regret having to do this. I know I hate it when stuff moves around on the web, and links on old pages lead to the dreaded "404 Not Found" error. But in this case, we have no choice.
Hopefully this heads-up will help future seekers find what they are looking for!
Best,
- Joe
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We're back! |
Posted by: JoeStrout - 07-31-2017, 11:02 AM - Forum: Dev Log
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High Frontier players have been wondering: where is the dev team? Have they been kidnapped? Fled the country? Trapped under something heavy?
Actually, "fled the country" is kind of close — we spent six weeks in Japan this summer. We intended to continue working on High Frontier while there, but as it turned out, that just wasn't doable.
But we're back, and getting back on top of things now. Expect to see regular updates resuming, including support for Steam coming real soon now!
So, if there is anything you'd especially like to see in the game, this is a great time to let us know!
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