Economy Revamp

To start off, I’d like to clarify what I mean by “economy” here – just the underlying simulation that moves around commodities and is responsible for matching up supply and demand across the Sector. This does not include things like trade disruptions, which are events that cause price changes. These are certainly part of a more expansive and player-centric definition of “economy”, but for this post, I’d like to focus purely on the commodity distribution algorithm.

Overview
So, what does the algorithm need to do? We’ve got markets and commodities, and each market has a supply (i.e. production) and a demand (i.e. consumption) for each. What we need to do is figure out where commodities will end up, given the supply/demand situation. For example, if one market is producing food, its output should be distributed among food-consuming markets according to their demand.

mi_eventide_main

There are some further complications, but the above is the gist of it – fairly straightforward supply and demand stuff, though getting it to actually work out is anything but.
Read the rest of this entry »

Starsector 0.7.2a Release

3/3/16: Another hotfix up, please re-download using the links below. Fixes an infinite credit exploit and several minor bugs.

3/1/16: Hotfix is now up, please re-download using the links below. Includes several bugfixes, including one for starting bonus officer going MIA.

Starsector version 0.7.2a is now out! This is technically a second polish release for the 0.7a version, but it’s heavier on features and content than one might expect. Of particular note:

  • Reworked phase cloak mechanics (speeds up ship-time while phased, has cooldown)
  • Several new ships, ship systems, and weapons
  • Improved faction hostility mechanics
  • Improved smuggling/cargo scan mechanics
  • Reworked starting options
  • Numerous other tweaks and improvements

The full patch notes are here. You can download the new version here:

(Alternate download links: Windows Mac Linux)

As always, thank you for your support!

 

Phase Cloaking – a Deep Dive

As usual, after a major release there’s some time to polish up some things that there just hasn’t been time for up to that point. In fact, a lot of the upcoming 0.7.2a is turning out to be about “paying off” technical and design debt – things that are “good enough for now”, but do have to be addressed at some point.

doom_vs_enforcer

One such is phase cloaking. There’s a post from a while back on how the current mechanics came to be if you’re interested in the details, but let’s summarize:

Way, way back, the original idea for phase ships was something submarine-like, being able to hide on the battlefield and deliver surprise attacks. That sounds like fun but didn’t turn out to be practical, so phase cloaking changed to become a way to avoid damage instead – shift to another dimension, let enemy fire pass through/over your ship, uncloak, and fire back. That essential concept remains unchanged in this new iteration; the changes are looking to address some specific issues with the implementation.

What, then, are the issues? Read the rest of this entry »

The Ion Pulser & Development Process

Or, if you like, “A Charged Subject”.

Or “David gets Alex to basically write half the blog post by quoting his emails”.

Right, so let’s take a peek into the process of back and forth commentary and iteration Alex and I  go through when adding a new weapon to Starsector. I think this may give some insight into how this game gets made and how working on one small piece of it rolls odds and ends off into other areas of development.

Our story begins with a simple request for a new weapon asset.

pulser1

Just spray & pray!

Read the rest of this entry »

Starsector 0.7.1a Release

Update (12/05/15, 2:10pm EST): another hotfix up! A few more assorted issues.

Update (12/04/15, 10:40pm EST): another hotfix is up; more fixes related to procurement missions.

Update: a hotfix for the mission destination issue is now up. Please re-download using the links below.

Starsector version 0.7.1a is now out! This is mostly a bugfixing and polish release, but there are some new features making their way in as well.

  • Faction commissions – align with a faction to fight their enemies and gain access to their technology
  • Faction hostilities – take advantage of opportunities presented by temporary hostilities between major factions
  • A much easier easy difficulty
  • Higher sensor ranges during the early game
  • Lots of bugfixes and a few balance adjustments

The full patch notes are here. You can download the new version here:

(Alternate download links: Windows Mac Linux)

As always, thank you for your support!

 

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