Fractal Softworks Forum

Starsector => Announcements => Topic started by: Alex on December 16, 2012, 10:02:49 AM

Title: Starsector 0.54.1a (Released) Patch Notes
Post by: Alex on December 16, 2012, 10:02:49 AM
This version is out - you can download it here (http://fractalsoftworks.com/2013/01/04/starsector-0-54-1a-release/).

Note: these do not reflect a lot of design and prototyping work that's been going on behind the scenes, as those aren't ready to be discussed quite yet, and won't be in 0.54.1a at any rate.

Changes as of January 04, 2013

Miscellaneous:

Modding:

Changes as of January 03, 2013

Miscellaneous:

Modding:

Bugfixing:


Changes as of December 16, 2012

Miscellaneous:

Ship AI:

Modding:

Bugfixing:
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: ValkyriaL on December 16, 2012, 10:31:12 AM
I love you... in a friendly way :-[
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Gaizokubanou on December 16, 2012, 10:50:10 AM
Note: these do not reflect a lot of design and prototyping work that's been going on behind the scenes, as those aren't ready to be discussed quite yet, and won't be in 0.54.1a at any rate.

Oh you know how to tease your fanbase sir.  Almost too well ;D
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: MCWarhammer on December 16, 2012, 10:55:07 AM
How much is the Guardian PD's damage being nerfed.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: ValkyriaL on December 16, 2012, 11:01:44 AM
By 1/3, 33.3%
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Faiter119 on December 16, 2012, 11:25:15 AM
I take it the changes to the Guardian makes it better?
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Sonlirain on December 16, 2012, 11:27:38 AM
I take it the changes to the Guardian makes it better?

They should be better at PD but worse at killing craft.
Altho they will still suck uneless they stop shooting several times at already destroyed targets.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Alex on December 16, 2012, 11:32:52 AM
Altho they will still suck uneless they stop shooting several times at already destroyed targets.

That's the "Fixed bug with it not acquiring new targets rapidly enough, despite being a PD weapon" part.

Overall it's a pretty massive buff.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: arcibalde on December 16, 2012, 11:49:45 AM
Me like  ;D
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: BillyRueben on December 16, 2012, 11:58:52 AM
I love you... in a friendly way :-[
Me like  ;D

Reading these comments, there must be some fun stuff in the modding section (which I don't read). Everything I read was mostly AI and bug fixes (and a buff that hopefully makes the Guardian PD useful).
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: arcibalde on December 16, 2012, 12:10:15 PM
Reading these comments, there must be some fun stuff in the modding section (which I don't read). Everything I read was mostly AI and bug fixes (and a buff that hopefully makes the Guardian PD useful).
Not mine. Mine is for AI  ;D I'm especially happy for this one:
Quote
    Will set unguided missiles in turrets to autofire if the ammo count is high enough
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: xenoargh on December 16, 2012, 12:13:14 PM
Totally awesome changelog.  Great work!
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: The Soldier on December 16, 2012, 12:49:43 PM
Ah, been waiting for right-clicking to remove skill points. :)
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: MidnightSun on December 16, 2012, 01:12:27 PM
Man, now if only I could put two Guardians on an Astral... :)
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Xareh on December 16, 2012, 01:15:51 PM
mushkinmanapproves!
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Hypilein on December 16, 2012, 01:33:40 PM
Man, now if only I could put two Guardians on an Astral... :)

Said it before and will repeat. Make Guardians built in weapons on the Astral!
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Reshy on December 16, 2012, 03:38:34 PM
I like the new missile thing for the AI, it'll make them less forgiving.


However what do you think about the 'Built-In' hull mods Alex?
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Alex on December 16, 2012, 03:58:35 PM
Note: these do not reflect a lot of design and prototyping work that's been going on behind the scenes, as those aren't ready to be discussed quite yet, and won't be in 0.54.1a at any rate.

Oh you know how to tease your fanbase sir.  Almost too well ;D

Comes with practice :) Seriously, though, the reason I put that there is to make it clear that these don't encompass the sum total of the work since the 0.54a release.

Totally awesome changelog.  Great work!

Thank you sir :)


Said it before and will repeat. Make Guardians built in weapons on the Astral!
However what do you think about the 'Built-In' hull mods Alex?

Guys, let's not turn this into a "suggestions, but with more chance of me reading it" thread.

With that in mind, let me respond to each.

Re: built-in Guardians on the Astral - well, that'd certainly be nice for the Astral, but also limits the flexibility you have in outfitting it. I haven't spent that much time thinking about it, but it doesn't seem like a no-brainer, so I'll hold off on making changes until there's a compelling reason. I'd also like to wait until the role of carriers and fighters in the "real" campaign becomes more clear.

Re: built-in hullmods - that's been on my radar since adding built-in weapons. So, maybe at some point. It could be a little odd for some mods (such as, say, Heavy Armor - its effect could be entirely emulated by the actual hull stats), but with some other mods it makes more sense and could be more interesting - such as with Advanced Optics predisposing a ship towards beam weapons, or Expanded Missile Racks making it a more capable missile boat. They wouldn't be "hull modifications" anymore, though, so some conceptual weirdness remains. But... well, like I said, maybe. Certainly not a priority now, but perhaps when it's time to really crank out campaign content, it'll make sense to look at.

(And by the way, I've read both of your guys' threads in the Suggestions section :) I'd say I probably end up reading about 90% of what's in there, even if I don't have time to respond to everything...)
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Reshy on December 16, 2012, 04:30:56 PM
But some stats simply don't appear in the .ship file so built-in hull mods allow you to build around it.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Sproginator on December 16, 2012, 05:38:51 PM
Looking fantastic so far!
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Sendrien on December 16, 2012, 06:11:03 PM
They wouldn't be "hull modifications" anymore, though, so some conceptual weirdness remains.

This is easily fixed by changing the term "hull modifications" to "hull enhancements".

Edit: For clarity, this fixes the lore problem because some ships would be pre-equipped with certain built-in hull enhancements, while other ships could be equipped with any number of hull enhancements at the captain's behest.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Sproginator on December 17, 2012, 12:40:16 AM
They wouldn't be "hull modifications" anymore, though, so some conceptual weirdness remains.

This is easily fixed by changing the term "hull modifications" to "hull enhancements".

Edit: For clarity, this fixes the lore problem because some ships would be pre-equipped with certain built-in hull enhancements, while other ships could be equipped with any number of hull enhancements at the captain's behest.

But wouldn't that mean making modifications to the hull to enhance characteristics
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Sendrien on December 17, 2012, 07:30:45 AM
The way I understand it, Alex feels it would be weird to call a built-in mod a "hull modification" because it's not really a modification if it's part of the original ship. Therefore, if you rename "hull mods" with the term "hull enhancements" then even a ship right out of the shipyard can be outfitted with certain built-in "hull enhancements", just like a new car can be outfitted with leather seats and a sunroof (or not, as the buyer desires).
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: zakastra on December 17, 2012, 12:43:42 PM
Perhaps "Hull Features" or "Hull Characteristics" Would be more appropriate, as it does not imply that the base hull was changed, rather that this was something designed into the ship from its inception, a dedicated support missile boat with fast racks as its system is likely going to be designed around the loading system with large missile bays.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Gothars on December 17, 2012, 01:25:18 PM
Oh come on, it just words. If you want you can just understand Hull Modification to mean "modification the hull applies to x".

Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Alex on December 17, 2012, 01:27:45 PM
Oh come on, it just words. If you want you can just understand Hull Modification to mean "modification the hull applies to x".

Nicely done.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: LazyWizard on December 18, 2012, 01:50:03 AM
  • Added ShipVariantAPI.getDisplayName(), some other methods

What other methods were added? I'm guessing querying caps, vents, and weapons?
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Alex on December 18, 2012, 09:46:49 AM
Just caps and vents and the display name atm. Will probably add weapons, too.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: ThePinkPanzer on December 18, 2012, 04:06:19 PM
Probably not the place to ask this, but can we expect the ability to have other commanders have more than one line for a situation any time soon? Seems pretty simplistic.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Okim on December 19, 2012, 01:41:20 AM
Just coming in to request a scrollbar of sorts for player creation windows. The one with the answers can now contain no more than 7 choices on 1152x864 resolution with the last one slightly overlapping the bottom border. Probably the same problem may occur with more than 5 ship choices.

And thanks for making burst and beam weapons being able to support animations! I had this in mind a long time ago.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: jimy on December 19, 2012, 04:45:10 AM
Wow, I made a thread about the Guardian PD being kinda underpowered and now BAM!
Alex, looked at it and fixed it.

I like it how close you're to your fanbase. :)
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Reshy on December 19, 2012, 10:12:09 AM
So Alex can we get a Tachyon lance that isn't awful?  I seriously made a drone-defense system that made use of the lances and even with 8 lances firing it was still worthless.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Alex on December 19, 2012, 10:23:08 AM
Is quoting myself some kind of faux pas? ... at any rate:
Guys, let's not turn this into a "suggestions, but with more chance of me reading it" thread.

There's a whole subforum for that. Aside from being off-topic in the first place, suggestions or feature requests oftentimes need discussion, and mixing them in a single thread is a bad idea.


Probably not the place to ask this, but can we expect the ability to have other commanders have more than one line for a situation any time soon? Seems pretty simplistic.

Like much of the current campaign, those are placeholders.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Reshy on December 19, 2012, 12:36:31 PM
Is quoting myself some kind of faux pas? ... at any rate:
Guys, let's not turn this into a "suggestions, but with more chance of me reading it" thread.

There's a whole subforum for that. Aside from being off-topic in the first place, suggestions or feature requests oftentimes need discussion, and mixing them in a single thread is a bad idea.


Probably not the place to ask this, but can we expect the ability to have other commanders have more than one line for a situation any time soon? Seems pretty simplistic.

Like much of the current campaign, those are placeholders.


Well that's not big enough of a suggestion to warrant a whole thread by itself.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Alex on December 19, 2012, 12:41:39 PM
I disagree - there'd probably some lively debate as to how useful it actually is, and some interesting suggestions may come of it. A thread on the Guardian PD recently produced some good results :)

At any rate, it certainly doesn't belong here.

Edit: just to make sure this comes across right - I absolutely want to hear your guys' suggestions. Just please make them where they get some dedicated space for discussion.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Pelhamds on December 19, 2012, 01:06:44 PM

Turning away from an enemy frigate will no longer automatically cause it to close in

YAY :)
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: ArkAngel on December 19, 2012, 01:26:22 PM

Turning away from an enemy frigate will no longer automatically cause it to close in

YAY :)
NOOOO!!! Now how am I supposed to kill hounds with my onslaught?  :P
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Thaago on December 19, 2012, 02:11:21 PM

Turning away from an enemy frigate will no longer automatically cause it to close in

YAY :)

:D Sweet! I hope that they will retreat if seriously outgunned though... Hounds still make for the longest, least interesting fights.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: medikohl on December 20, 2012, 06:17:23 AM
It's been forever since you've added a new ship...

just saying...
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: The Soldier on December 20, 2012, 11:44:21 AM
It's been forever since you've added a new ship...

just saying...
He added the Mule, like, last patch. :p
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: K-64 on December 20, 2012, 11:56:52 AM
And there's also the tanker thingie (can't remember the name, I think it starts with a P?), whenever that was added :P
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Faiter119 on December 20, 2012, 12:14:12 PM
And there's also the tanker thingie (can't remember the name, I think it starts with a P?), whenever that was added :P

Phanteon or something. I only see it once in a while.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Xareh on December 20, 2012, 02:34:31 PM
And there's also the tanker thingie (can't remember the name, I think it starts with a P?), whenever that was added :P

Phanteon or something. I only see it once in a while.

Phateon i believes
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: intothewildblueyonder on December 20, 2012, 03:39:51 PM
Is quoting myself some kind of faux pas? ... at any rate:

No it only makes it better
(or if you like
you can be quoting yourself as a user of this thread
quoting a moderator of this forum
conveying the wishes of the creator of the thread
who is following the rules of the forum creator
who is trying to help the game creator)

[/quote]
Turning away from an enemy frigate will no longer automatically cause it to close in

out of curiosity what is the general gist of the calculation (guess something time rotation vs time withdraw to safety)

Is the AI still (regularly) fooled (or will it try to fool) by a ship turning away?
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Alex on December 20, 2012, 05:49:58 PM
Turning away from an enemy frigate will no longer automatically cause it to close in

out of curiosity what is the general gist of the calculation (guess something time rotation vs time withdraw to safety)

Is the AI still (regularly) fooled (or will it try to fool) by a ship turning away?

Basically, it'll only close in if it's plausible that the enemy ship is turning towards some real target - i.e., if it has other friendlies around.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: ArkAngel on December 20, 2012, 08:24:56 PM
As saddening as it is to me that had to be fixed :P
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Psycho Society on December 20, 2012, 08:26:42 PM
Quote
He added the Mule, like, last patch. :p

Plus the phase ships, those are fairly new.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Sendrien on December 21, 2012, 03:13:46 PM
Two items.

1. Does testing ship configurations in the simulator account for piloted-ship and fleet-wide perks from the skill tree?
2. When resolving battles automatically, does the algorithm somehow account for the increased power of the piloted ship as well as increased flux capacity and venting in the entire player fleet?
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Alex on December 21, 2012, 03:49:53 PM
1. Does testing ship configurations in the simulator account for piloted-ship and fleet-wide perks from the skill tree?

Yes, but keep in mind that the "piloted ship" effects only apply to the ship if it's your flagship. So, you're flying the ship as it would be in battle, not necessarily as it would fly as if *you* were piloting it in battle.


2. When resolving battles automatically, does the algorithm somehow account for the increased power of the piloted ship as well as increased flux capacity and venting in the entire player fleet?

To a degree. I wouldn't count on it being particularly accurate, though. (For example, flux capacity and such - yes, the effects of missile specialization, or, say, the perks under Damage Control - no.)

Autoresolve is something I'm planning to take another look at in... well, not sure when, but at some point. For one, I don't think you'll be able to autoresolve battles that are anywhere near even - it just doesn't work out well.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Sendrien on December 21, 2012, 04:08:04 PM
Autoresolve is something I'm planning to take another look at in... well, not sure when, but at some point. For one, I don't think you'll be able to autoresolve battles that are anywhere near even - it just doesn't work out well.

An accurate and refined autoresolve algorithm is one of those small elements that generally go unnoticed, but when done properly, really sets the game apart in terms of quality and attention to detail. I'm really glad it's on your list, Alex! It shows the ambition you have for Starfarer to become a transformative AAA title.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Alex on December 21, 2012, 05:35:53 PM
Autoresolve is a tricky issue. If it were to correctly predict the results of a battle if the player played it out, then it would become preferable to playing the battle out manually (after all, it can't mess up - and if it could, it would be decried as "random"), and that's not a desired outcome. My current thinking is to simplify it a bit overall, in favor of more predictable (if perhaps less accurate) outcomes, and to either limit how much the player can actually use it, or to make it significantly less effective than playing out the battle - and to make that clear upfront.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Gothars on December 21, 2012, 05:51:40 PM
I'd vote for the second option. It doesn't hurt to pamper the player a bit with the thought that his great skills are needed to win even mediocre battles ;)
But maybe that decision should wait until more stuff is in the campaign. It's not as if a battle could come between you and your real target at the moment, for there is no real target besides battle. Only when that changes we might be able to appreciate the annoyance autoresolve can spare us.

BTW, for some character dependent skills like Weapon Proprioception it makes perfect sense to not apply them to autoresolved battles.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: DNAz on December 21, 2012, 10:15:08 PM
Autoresolve is a tricky issue. If it were to correctly predict the results of a battle if the player played it out, then it would become preferable to playing the battle out manually (after all, it can't mess up - and if it could, it would be decried as "random"), and that's not a desired outcome. My current thinking is to simplify it a bit overall, in favor of more predictable (if perhaps less accurate) outcomes, and to either limit how much the player can actually use it, or to make it significantly less effective than playing out the battle - and to make that clear upfront.
It doesn't completely solve it but how about showing the percentage to win?
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: The Soldier on December 22, 2012, 11:19:50 AM
What's the battle currently based on?  Fleet Points?

If that were true, I'd change it by taking the amount of fleet points s ship is worth, and multiplying that by the percentage of Ordnance Points used.  Do the same thing for all ships and add up to total fleet point.  Might make it a bit more random.
(if that were to happen, make the vanilla variants have slightly less than 100% fleet points, for example, the Enforcers might only use 95 fleet points instead of the full 100 to make things different.  Or you can just multiply the total fleet point worth, mentioned above, by 90% to do something.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Nooblies on December 23, 2012, 12:01:47 AM
As far as auto-resolve goes, most of the frustration comes from when what you think would happen and what the auto-resolve thinks happened don't line up. As such I think that the best idea would be to make it very apparent exactly how likely you are to succeed or win, and at what cost. Of course, there could still be cases where the computer still screws you with a 70-80% chance to win (looking at you, shogun 2 auto-resolve), however if it was accurate enough to display realistic results of the auto-resolve, I feel that would be acceptable. Of course, this all depends on exactly how accurate a prediction the auto-resolve can be programmed to make.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: harrumph on December 23, 2012, 03:21:49 AM
Personally, I'd like to see an auto-resolve where's almost no margin between certain victory and serous risks. If your fleet is clearly stronger, you should win a commanding victory, without losses, every time. If your fleet is not clearly stronger, auto-resolve should always involve losses; I don't like a huge range of save-scum-able possible outcomes.

Of course, that's coming from the perspective of seeing auto-resolve as just a time-saving device, which isn't necessarily everybody else's (or Alex's) vision of it.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Sendrien on December 23, 2012, 05:33:09 AM
Personally, I'd like to see an auto-resolve where's almost no margin between certain victory and serous risks. If your fleet is clearly stronger, you should win a commanding victory, without losses, every time. If your fleet is not clearly stronger, auto-resolve should always involve losses; I don't like a huge range of save-scum-able possible outcomes.

Of course, that's coming from the perspective of seeing auto-resolve as just a time-saving device, which isn't necessarily everybody else's (or Alex's) vision of it.

I think this is key. In order to avoid save-load abuse, you should not be able to "farm" different outcomes. I view it as a time-saving device. Sometimes, there are some battles that are just not worth fighting, because your forces are so superior. You should be able to rely on auto-resolve to achieve the same outcome you would, in these situations.

A good example would be:

Your fleet: A custom onslaught, a custom conquest, a custom eagle, two custom hyperions

Enemy fleet: Numerous pirate frigates and destroyers.

This should resolve to a flawless victory every time, assuming your custom builds are halfway decent.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: xenoargh on December 23, 2012, 04:38:37 PM
If there's no risk, then why ever bother playing the actual combat out? 

Even those pirate ships may get lucky every once in a while.  They do in the real battles, after all; they should do so in auto-battles.

I think the save-scumming issue is pretty moot.  Save-scumming is an available choice for all combat outcomes in anything but Iron Mode. 

So long as there isn't any realistic possibility of excessively lucky good dice rolls allowing players to get unreasonable results from repeated runs through an auto-battle, it's a non-problem, especially if, on average, it's worse than just fighting it out. 

I really don't mind the concept of players doing a lot of auto-battles once they can build their own fleets and such, but at that point, trading losses with enemy fleets and returning to your base to repeat the process is a time tool (and may or may not save the player time) but it'll be largely at a net loss vs. manually fighting the battles. 

In short, auto-battle should always be seen as a time-saver that costs ships and crew, never as a good alternative to fighting a battle manually.  Otherwise once there's more to do, the game's merely about stacking your fleets to auto-kill X to get Y done, rather than mastering the core gameplay.  It's almost that bad now; take a custom fleet with high-end ships and max out travel speeds so that you can catch small fry and watch the profits roll in.

I don't mind the idea of having other fleets around to help your personal fleet win fights, etc., but at the end of the day, it needs to be better to go do the twitch dance or all the game guides will merely be fleet-stacking guides and how to get the MacGuffins, which would be a real shame.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: ThePinkPanzer on December 23, 2012, 06:28:46 PM
It is literally impossible for a massive fleet / fleet of capital ships to lose against a pirate one unless they decide to help the pirates kill them.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Gothars on December 23, 2012, 07:15:40 PM
Wyvern opened a thread about this in Suggestions, I'd say lets move the discussion there: http://fractalsoftworks.com/forum/index.php?topic=5173.0 (http://fractalsoftworks.com/forum/index.php?topic=5173.0)
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: The Soldier on January 01, 2013, 03:41:45 PM
Any progress since then?  We've run out of things to talk about. ;D
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Gothars on January 01, 2013, 04:06:07 PM
We've run out of things to talk about. ;D

Later on I'd love to talk about how much Mount & Blade influenced Starfarer. I bought it only yesterday (or the day before oO? lost track of time with this new year party stuff going on) and already found so much that feels familiar. There are so many little details, like the reset button being the only option to take back given skill points (those devs had obviously no community to suggest right click for single revert :) ).

Have to try it some more before I could add anything to a discussion, though.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Alex on January 01, 2013, 04:26:18 PM
Any progress since then?  We've run out of things to talk about. ;D

Plenty :) A fair bit of it isn't in the patch notes, though, what with applying to the version after 0.54.1a and all.

We've run out of things to talk about. ;D

Later on I'd love to talk about how much Mount & Blade influenced Starfarer. I bought it only yesterday (or the day before oO? lost track of time with this new year party stuff going on) and already found so much that feels familiar. There are so many little details, like the reset button being the only option to take back given skill points (those devs had obviously no community to suggest right click for single revert :) ).

Have to try it some more before I could add anything to a discussion, though.

M&B is definitely an influence. A good bit of the similarity is on the campaign level, though, which is going to change a lot.

(Oddly, I'd considered right-click-revert initially and just didn't do it, for whatever reason. But when you guys asked for it, it became pretty clear that it was needed... especially when I found myself doing it and expecting it to work :))
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Okim on January 01, 2013, 09:05:08 PM
I wonder if we will have some sensor range in the campaign and some tech skills or hull mods or ship stats to make it bigger. And some emitions tracking to see what fleet passed nearby and how large it was. I hope we wont see the whole system with its fleets in full game?

Oh, and don`t forget about tech skills called 'looting' and 'salvaging' to increase the chances of getting some weapons and ships after battle!

Ah. And diplomacy skills to make talking out of the bad situations a normal way to avoid battle. Oh, and prison management ofcause to capture those high-ranking captains and other officer stuff for later ransoms!

Aaaand spending time in some training academies fighting training simulators to make your crew level progression faster!

Hmm. These ideas don`t look that bad, do they?
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Alex on January 02, 2013, 01:55:58 PM
@Okim: Very good, sir :)
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Sproginator on January 02, 2013, 02:49:40 PM
@Okim: Very good, sir :)
Please add a planned features list
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Alex on January 02, 2013, 02:51:20 PM
This one (http://fractalsoftworks.com/) is about as detailed as I'm willing to go. There's just no sense in delving into finer-grained details now, when I can almost promise they'll change as dev moves along.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Sproginator on January 02, 2013, 03:15:06 PM
This one (http://fractalsoftworks.com/) is about as detailed as I'm willing to go. There's just no sense in delving into finer-grained details now, when I can almost promise they'll change as dev moves along.

Damn :(
Was hoping for a more technical aspect as apposed to a general overview
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Alex on January 02, 2013, 05:43:00 PM
A peek at the new character/skills UI, redesigned by David:

(https://s3.amazonaws.com/fractalsoftworks/screenshots/new_skill_ui.jpg) (https://s3.amazonaws.com/fractalsoftworks/screenshots/new_skill_ui.jpg)
(click for full-size)
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: LazyWizard on January 02, 2013, 05:50:22 PM
It looks awesome. :)

Does it support scrolling for mods that want to add more skills/aptitudes?
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: The Soldier on January 02, 2013, 05:53:56 PM
Oh...well, that looks a helluva lot better. :D

Now, down to picking apart that screenshot to see if there's any hidden stuff that may or may not be there. ;D
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Alex on January 02, 2013, 05:57:26 PM
Vertical scrolling for more aptitudes, yeah. But, it is limited to 10 skills per - at least for the moment. Kind of have to draw the line somewhere, though - it seems like "nice looking" and "flexible" frequently end up at odds with each other.

Now, down to picking apart that screenshot to see if there's any hidden stuff that may or may not be there. ;D

Oh, now I'm really glad I [REDACTED BY THE FRACTAL SOFTWORKS PR TEAM] prior to taking the screenshot.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Thaago on January 02, 2013, 06:40:46 PM
Looks good!
Oh...well, that looks a helluva lot better. :D

Now, down to picking apart that screenshot to see if there's any hidden stuff that may or may not be there. ;D

I found one! At level 54 Alex has been spending all his time playing the game rather than making more of it!



(Yes I know you can just add experience with the push of a button in dev mode... stop raining on my fun :P)
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: EnderNerdcore on January 02, 2013, 09:30:26 PM
Vertical scrolling for more aptitudes, yeah. But, it is limited to 10 skills per - at least for the moment. Kind of have to draw the line somewhere, though - it seems like "nice looking" and "flexible" frequently end up at odds with each other.

Now, down to picking apart that screenshot to see if there's any hidden stuff that may or may not be there. ;D

Oh, now I'm really glad I [REDACTED BY THE FRACTAL SOFTWORKS PR TEAM] prior to taking the screenshot.
Well, Officers and Outposts are both still grayed out...
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Tarran on January 02, 2013, 09:33:01 PM
Vertical scrolling for more aptitudes, yeah. But, it is limited to 10 skills per - at least for the moment. Kind of have to draw the line somewhere, though - it seems like "nice looking" and "flexible" frequently end up at odds with each other.
What about two small arrows to the right of the skills pointing left and right to scroll left and right or something similar?
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Dri on January 02, 2013, 10:02:25 PM
I do like the new skill tree a lot more.

Its overall more aesthetically pleasing as well as making better use of the onscreen real estate. :D

C'mon Alex! Polish this sucker up and release it! Then in 6 months we want 1.0 release! YEAHHH! :o
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Gothars on January 03, 2013, 12:25:20 AM
A peek at the new character/skills UI, redesigned by David:

Spoiler
(https://s3.amazonaws.com/fractalsoftworks/screenshots/new_skill_ui.jpg) (https://s3.amazonaws.com/fractalsoftworks/screenshots/new_skill_ui.jpg)
(click for full-size)
[close]

A huge improvement. The frames around the icons are a good idea.

Did you consider the mouse-over explanation for the hullmods? Now that right-click-reverse is there I see no reason to not have it. 

Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Sproginator on January 03, 2013, 12:30:06 AM
Ooooo, snazzy new stuff!
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Alex on January 03, 2013, 09:39:31 AM
Thanks, guys! Glad you like the new UI :)

Did you consider the mouse-over explanation for the hullmods? Now that right-click-reverse is there I see no reason to not have it. 

Responded here (http://fractalsoftworks.com/forum/index.php?topic=4841.0).

C'mon Alex! Polish this sucker up and release it! Then in 6 months we want 1.0 release! YEAHHH! :o

Working on that.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: LazyWizard on January 03, 2013, 10:50:50 AM
I think this will forever be known as the Modding Update. :D

I was literally just now writing a suggestion for something like ViewportAPI and EveryFrameWeaponEffectPlugin when I got the tweet notification about new patch notes. Are you psychic? :P

What's the behavior of EveryFrameWeaponEffectPlugin, by the way?
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Sproginator on January 03, 2013, 10:56:36 AM
I think this will forever be known as the Modding Update. :D

I was literally just now writing a suggestion for something like ViewportAPI and EveryFrameWeaponEffectPlugin when I got the tweet notification about new patch notes. Are you psychic? :P

What's the behavior of EveryFrameWeaponEffectPlugin, by the way?

If this is a modding update, check out my deplorable turret suggestion :)
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Alex on January 03, 2013, 11:04:41 AM
I think this will forever be known as the Modding Update. :D

I was literally just now writing a suggestion for something like ViewportAPI and EveryFrameWeaponEffectPlugin when I got the tweet notification about new patch notes. Are you psychic? :P

Hah! Maybe :)

What's the behavior of EveryFrameWeaponEffectPlugin, by the way?

Here's a sample EveryFrameWeaponEffectPlugin implementation (btw, it's not actually used anywhere, and has at least one potential bug that I can see):
Spoiler

package com.fs.starfarer.api.impl.combat;

import com.fs.starfarer.api.combat.CombatEngineAPI;
import com.fs.starfarer.api.combat.EveryFrameWeaponEffectPlugin;
import com.fs.starfarer.api.combat.WeaponAPI;

public class SensorDishRotationEffect implements EveryFrameWeaponEffectPlugin {

   private float currDir = Math.signum((float) Math.random() - 0.5f);
   
   public void advance(float amount, CombatEngineAPI engine, WeaponAPI weapon) {
      if (engine.isPaused()) return;
      
      float curr = weapon.getCurrAngle();
      
      curr += currDir * amount * 10f;
      float arc = weapon.getArc();
      float facing = weapon.getArcFacing() + (weapon.getShip() != null ? weapon.getShip().getFacing() : 0);
      if (!isBetween(facing - arc/2, facing + arc/2, curr)) {
         currDir = -currDir;
      }
      
      weapon.setCurrAngle(curr);
   }

   public static boolean isBetween(float one, float two, float check) {
      one = normalizeAngle(one);
      two = normalizeAngle(two);
      check = normalizeAngle(check);

      //System.out.println(one + "," + two + "," + check);
      if (check >= one && check <= two) return true;
      
      if (one > two) {
         if (check <= two) return true;
         if (check >= one) return true;
      }
      return false;
   }
   
   public static float normalizeAngle(float angleDeg) {
      return (angleDeg % 360f + 360f) % 360f;
   }
}
[close]


If this is a modding update, check out my deplorable turret suggestion :)

Yeah, I saw it. Something like that has actually been under consideration for a while. Whether or not it'll become reality, I can't say at this point.


(Btw, "DECORATIVE" slots are basically the greeble objects that were discussed in Suggestions a while back.)
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Gothars on January 03, 2013, 11:28:09 AM
Those patchnotes had me "yay :D" five times :)

Can we see a sneaky screenshot of the new Needler designs?


Maybe you should take a vacation or something after the update, that sure is a lot of work over the holidays...
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Sproginator on January 03, 2013, 11:41:27 AM
Fantastic patch notes, with regards to turrets, it would open more than just turrets, even mines, deplorable outposts, etc
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: The Soldier on January 03, 2013, 11:56:42 AM
Hey, greeble objects!  Or, rather, about as close as we're going to get. ;D Time to attach to snazzy stuff to my ships!  Perhaps blinking lights on carriers? ;)

Will weapons marked as "decorative" show up in the weapon codex, ship codex, on the ship info panel in campaign, or any other place?  I see no reason for the DECORATIVE weapon to show up since they don't fire.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Wyvern on January 03, 2013, 11:57:26 AM
But why would I want deplorable outposts or turrets?  (Yes, yes, I know you meant "deployable", and probably just have an overzealous spellchecker.  Still amuses me.)

Greebles!  Yay, greebles!  ...Don't have the various APIs in front of me, so, question on that EveryFrameWeaponEffectPlugin - can we make a sensor dish that tracks the targeted ship (if any) or the player's mouse (if on a player ship)?
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Alex on January 03, 2013, 12:01:35 PM
Will weapons marked as "decorative" show up in the weapon codex, ship codex, on the ship info panel in campaign, or any other place?  I see no reason for the DECORATIVE weapon to show up since they don't fire.

They won't show up anywhere at all, except visually on the hull. If they somehow *do* show up elsewhere, that's a bug.

Greebles!  Yay, greebles!  ...Don't have the various APIs in front of me, so, question on that EveryFrameWeaponEffectPlugin - can we make a sensor dish that tracks the targeted ship (if any) or the player's mouse (if on a player ship)?

Yeah, should be able to. There's a weapon.getShip() and ShipAPI.getMouseTarget()/ShipAPI.getShipTarget() to take care of that.

with regards to turrets, it would open more than just turrets, even mines, deplorable outposts, etc

Yeah, I know what you mean. It'd be a fairly major feature. And making outposts deplorable is a lot more work than you'd think :P


Can we see a sneaky screenshot of the new Needler designs?

Sorry, not just now. You'll see them soon(tm) enough, though!

Maybe you should take a vacation or something after the update, that sure is a lot of work over the holidays...

Hmm, maybe. I'm really amped up to get cracking on some campaign stuff, though :)
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: LazyWizard on January 03, 2013, 12:18:54 PM
Will weapons marked as "decorative" show up in the weapon codex, ship codex, on the ship info panel in campaign, or any other place?  I see no reason for the DECORATIVE weapon to show up since they don't fire.

They won't show up anywhere at all, except visually on the hull. If they somehow *do* show up elsewhere, that's a bug.

Will they show up if given the SHOW_IN_CODEX tag? I can think of a few potential greeble objects that it would be nice to have lore articles on.

Another great thing about this patch: an excuse to use the word 'greeble'.


with regards to turrets, it would open more than just turrets, even mines, deplorable outposts, etc

Yeah, I know what you mean. It'd be a fairly major feature. And making outposts deplorable is a lot more work than you'd think :P

How difficult would it be to implement a property in the projectile file that makes non-PD weapons fire at it? I believe we could fake turrets right now using custom projectiles and a combat plugin, but only PD weapons would try to take them out.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Sproginator on January 03, 2013, 12:28:38 PM
Damn spellchecker, I mean it's one of the things you could do, it's just. A case of a bigger turret
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Sproginator on January 03, 2013, 12:30:40 PM
And major features are what makes this game fun. I say it's worth the time and effort :D
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Alex on January 03, 2013, 12:43:18 PM
Will they show up if given the SHOW_IN_CODEX tag? I can think of a few potential greeble objects that it would be nice to have lore articles on.

Hmm. Without checking on it, I want to say they will.

How difficult would it be to implement a property in the projectile file that makes non-PD weapons fire at it? I believe we could fake turrets right now using custom projectiles and a combat plugin, but only PD weapons would try to take them out.

It's pretty ill-suited overall - we'd be talking total hack land.

And major features are what makes this game fun. I say it's worth the time and effort :D

Nice try, but come now, that's not even close to being a good argument for spending time on this particular thing. More an argument for spending more time on the game, which I of course agree with :)
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: mendonca on January 03, 2013, 12:47:49 PM
Nice patch notes, thanks Alex! I'm genuinely surprised at the range and depth of added stuff!

Must ... resist ... further deplorable comment ...
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: The Soldier on January 03, 2013, 12:48:22 PM
I think there's a simpler way to go for deployable turrets/mines.  You could try adding to/modifying the drone file (I think it's core files, so it'll have to be in a patch for it to be, er, legal) so that the drone doesn't disapear when the mother ship is destroyed.  From there, we can work things out. :)

EDIT:

God, I got ninj'd twice in about 2 seonds.  LOL
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: arcibalde on January 03, 2013, 12:52:17 PM
NICE  ;D ;D
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Sproginator on January 03, 2013, 12:59:53 PM
I think there's a simpler way to go for deployable turrets/mines.  You could try adding to/modifying the drone file (I think it's core files, so it'll have to be in a patch for it to be, er, legal) so that the drone doesn't disapear when the mother ship is destroyed.  From there, we can work things out. :)

EDIT:

God, I got ninj'd twice in about 2 seonds.  LOL

Good idea, and a method to kill all movement after a certain amount of time from deployment
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Tarran on January 03, 2013, 02:54:57 PM
Hooray, High Energy Focus now seems like less of a timing-based ability that only the extremely quick of hand can make use of*.

*Not actually sure how much people made use of it.

In addition, thank goodness for explosions not covering windows. :P

Also, I'm intrigued in the new Needler sprites. Mind showing them?
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Gothars on January 03, 2013, 04:07:21 PM
Also, I'm intrigued in the new Needler sprites. Mind showing them?


Can we see a sneaky screenshot of the new Needler designs?

Sorry, not just now. You'll see them soon(tm) enough, though!

Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Dri on January 03, 2013, 04:15:39 PM
The high energy focus was godly anytime you could outrange the enemy and thus have little need for shields.

This change is a nerf to a ship with good PD and targeting unit/perks for extra range.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Wyvern on January 03, 2013, 04:24:03 PM
But it's a buff for any time you're fighting multiple targets or at close range - and at least for me, those happen a lot more often.

Plus, if your defenses (kiting and PD) are strong enough that you don't need shields, then you should be able to win the fight handily anyway; the new HEF implementation may make that win happen a bit more slowly, but I wouldn't consider that a meaningful nerf.

As I mentioned over in the HEF thread, this, for me, takes the HEF from "ship systems I tend to forget I have" to "defining feature for the hulls it's installed on".
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Dri on January 03, 2013, 04:41:30 PM
Yeah, its not a terrible nerf to be certain and I'd say its a buff for the Aurora which didn't have a large energy mount for better range... I'm just gonna miss my max range setup Odyssey with twin plasma cannons.

But honestly, with accelerated shields, you could drop the HEF and put up shields in ~1 second anyways... now I gotta wait 5 seconds before I can turn it back on. :'(
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Wyvern on January 03, 2013, 04:46:12 PM
now I gotta wait 5 seconds before I can turn it back on. :'(
  • High Energy Focus: changed to increase damage by 50%, increase weapon and engine damage taken by 100%, can keep shields on, 5 seconds active/5 second cooldown, no flux cost
Bold added to quote from Alex.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Gothars on January 03, 2013, 05:17:26 PM
Well, for the AI it is certainly a buff.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Dri on January 03, 2013, 05:36:05 PM
I meant turning the focus back on once dropped, not worried about the shields.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: silentstormpt on January 03, 2013, 05:37:19 PM
I kinda think you guys havent seen what the DECORATIVE new weapon types are for  ::)
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: The Soldier on January 03, 2013, 05:38:52 PM
Blinking lights! :D Finally, ships can have some form of activity on them.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: ValkyriaL on January 03, 2013, 05:59:16 PM
But since its not a weapon, how would you make it? how about we get a basic blinking light file? like a red wing marker that blinks every 1.5 seconds and stays lit for 0.1 second.

Do i copy a weapon file, delete everything except glow animation/coordinates with "always animate" and a downtime in the .wpn file? and then be done with it?
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Andy H.K. on January 04, 2013, 07:07:09 AM
I just need some clarification. Can the weapon-induced EMP emission penetrate shield ie. shield blocked shot, but EMP effect occur behind the shield?
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: sdmike1 on January 04, 2013, 07:23:17 AM
New tach lance, i think i am in love :-*
EDIT: with the lance mind you
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: sdmike1 on January 04, 2013, 07:32:33 AM
Quote
Added to SectorAPI:
List<StarSystemAPI> getStarSystems() // returns just the one atm

Me thinks that multiple star systems is next up on the table... :o

Makes sense though, combat is mostly finished, skills are as they completed as they can be with the economy, the economy would have to be almost completely redone if implemented before multiple star systems... so ya, star systems, sdmike1 approved :D
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Sendrien on January 04, 2013, 09:01:07 AM
First off, what an impressive list of changes to start off the new year! I think the idea to make the Aurora omni-shield by default is absolutely brilliant. I always felt that the high-tech cruisers were lacking some diversity, and this fixes it. Can't wait to see the new EMP.

and secondly...

New tach lance, i think i am in love :-*
EDIT: with the lance mind you

I don't think your edit provides as much clarity as you were hoping. Just saying. ;)
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Reshy on January 04, 2013, 11:04:37 AM
I don't know if I like the Ion Cannon changes, I don't really like 'Chance' mechanics muddling the gameplay experience.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Squigzilla on January 04, 2013, 11:46:39 AM
Personally, I found the old HEF to be horrifyingly powerful -- try giving a Sunder two pulse lasers and an autopulse laser and you'll see what that system can do.  By the time the autopulse laser runs out of charges, any destroyer-sized or smaller target is either overloaded or has most weapon systems disabled.  With two light needlers in the front-facing small ballistic slots, most ships won't even have a chance to harm you.  The new version seems even better -- sorry Hammerhead, I have a new favorite destroyer!

I don't know if I like the Ion Cannon changes, I don't really like 'Chance' mechanics muddling the gameplay experience.

IMO the randomness is necessary to keep the weapon from becoming overpowered while still being interesting.  You'll usually get a couple shots in at once with an ion cannon, so I'd guess the chances of triggering widespread system shutdown will be quite high.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Alex on January 04, 2013, 11:51:12 AM
But since its not a weapon, how would you make it?

Pretty much like any other animated weapon.

I just need some clarification. Can the weapon-induced EMP emission penetrate shield ie. shield blocked shot, but EMP effect occur behind the shield?

No - hitting shields does not trigger the EMP effect.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: sdmike1 on January 04, 2013, 12:05:40 PM
does the system nockout hapen with the EMP shipsystem as well?
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: The Soldier on January 04, 2013, 12:07:21 PM
That StarSytemAPI really got me excited.  Then I say your little note saying "returns just one atm".  Damn it, so close! ;D
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Sproginator on January 04, 2013, 12:58:07 PM
does the system nockout hapen with the EMP shipsystem as well?
As Captain Piccard would say,

Make it so
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Okim on January 04, 2013, 02:02:36 PM
Oh man. Alex, you are the telepath, aren`t you?

I just started to draw a huge space wasp like monster and i was about to think of making animated wings and body glow as a weapon with no flux, no visible shots and in a constant animation cycle. Now with these decorative weapons and always running animations it would be more than possible!

Thanks :)

Any chances to get a scrollbar to player generation choices screens? It has troubles with more than 8-10 lines of options (on various resolutions).

edited:

now that spacebug just needs a fancy blood splash upon death and blood strains instead of flashing cracks on hull. Can we have at some point custom tech eras to make own shields, explosions and other tech related stuf? and a flag 'non-salvagable' in hulls file in hints would be great to have.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Sproginator on January 04, 2013, 02:39:13 PM
Love the edited part's suggestions
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Gothars on January 04, 2013, 02:45:52 PM
now that spacebug just needs a fancy blood splash upon death and blood strains instead of flashing cracks on hull. Can we have at some point custom tech eras to make own shields, explosions and other tech related stuf? and a flag 'non-salvagable' in hulls file in hints would be great to have.

From what I gather space monsters are...mhhh, not out of the question for the main game, so a biological damage system may even be implemented at some time in the future.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: arcibalde on January 04, 2013, 02:46:34 PM
'non-salvagable' - THIS!!!!!
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: xanderh on January 04, 2013, 04:35:04 PM
The new skill UI looks absolutely awesome. The old one was functional, but didn't really look that good. The new one is both functional, and looks great. Nice work there.
The new effects for the tachyon lance sounds interesting, I'll have to try it again when the new version is released.
The prometheus sounds good, another target to horribly murder and earn money and EXP from ;)
The shield change for the Aurora sounds interesting, I'm looking forward to seeing what that does for balance. Probably not anything on my main character, I don't use them, and only use one ship.
The new graphics for the needler sounds interesting, looking forward to seeing that.

And I didn't personally experience any of the bugs you fixed, but that's always nice to hear.
Title: Re: Starfarer 0.54.1a (In Development) Patch Notes
Post by: Gothars on January 04, 2013, 04:50:42 PM
Prometheus who brings fire to the humans. That is fitting, but I would never have gotten the idea to associate it with a tanker^^
Title: Re: Starsector 0.54.1a (In Development) Patch Notes
Post by: Alex on January 04, 2013, 05:34:14 PM
Aaaand it's out! With an extra-added surprise.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: DNAz on January 04, 2013, 05:39:43 PM
Wooo! Time to wait for all the mods to update with awesome new stuff now. (I'm guessing some lawyers put you up to that?)

(Uhhh does all the SF logos have to change to SS now?  :-X)
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Faiter119 on January 04, 2013, 05:44:27 PM
Starsector? Why is that? ;(

Watch me forget that for the next 30 videos...
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Alex on January 04, 2013, 05:47:19 PM
Just an "S" on the icons :)

@Faiter119: If you could possibly update at least some of your 20 million or so videos with the new name in the title/keywords, that would really rock.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Reshy on January 04, 2013, 05:47:32 PM
Starsector???
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: PCCL on January 04, 2013, 05:48:48 PM
Starsector???

but.... why?  :'(

EDIT: oh... business reasons (read: nothing more can be disclosed), fair enough

gonna take some getting used to though...
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: FlashFrozen on January 04, 2013, 05:50:33 PM
Neat, just gotta transplant everything in my mod folder over :D

but that prometheus, 1.2k armor, durp =D
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Faiter119 on January 04, 2013, 05:50:42 PM
Just an "S" on the icons :)

@Faiter119: If you could possibly update at least some of your 20 million or so videos with the new name in the title/keywords, that would really rock.

Il get started on that, even though I have about 90-100 videos of Starfarersector

Edit: What am I going to write on my channel description now ??? "Hello fellow starsectorers"?
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Alex on January 04, 2013, 05:52:22 PM
but that prometheus, 1.2k armor, durp =D

Gotta make sure that fire it brings stays on the inside, you know :) I may have gone a bit overboard with the armor there, but I just love that ship.

Il get started on that, even though I have about 90-100 videos of Starfarersector

Thank you sir.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Sproginator on January 04, 2013, 05:55:01 PM
Dislike the name change, doesn't really sound catchy
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Sendrien on January 04, 2013, 05:55:14 PM
I have to say, I've grown very attached to the name Starfarer. :(
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Sproginator on January 04, 2013, 05:56:09 PM
I have to say, I've grown very attached to the name Starfarer. :(
Me to! I loved that name, made you seem more like the adventurer :/
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: null on January 04, 2013, 05:57:06 PM
Maybe its because there's a game called Starfare (http://www.starfare.eu/)?
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Upgradecap on January 04, 2013, 06:01:53 PM
*comes here to get excited about a new update and new modding possibilities*

*is slightly dissapointed by the name change*

Idunno about that...

I guess we'll just have to sit tight and see what'll come out of it. Personally, i think it is an bad name choice, sounds a bit too generic in my eyes (hollywood film and AAA dev fanatsy generic-ness). Starfarer was way better.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Faiter119 on January 04, 2013, 06:10:05 PM
There you go, I have changed all my titles and stuff to Starsector now. Haven t changed the tags though, but that doesn't matter as long as Starsector is in the title.

Search engine optimizations woop!
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Gothars on January 04, 2013, 06:11:53 PM
Is the new name final or is there any point in discussing it?

www.starsector.com can be still purchased btw.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Faiter119 on January 04, 2013, 06:13:06 PM
Is the new name final or is there any point in discussing it?

www.starsector.com can be still purchased btw.

If the name isnt final now Il be pisseed, changing the name of 100 videos takes a long time.

EDIT: Atleast now my videos gets uber prioritization when searching for Starsector :)
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: The Soldier on January 04, 2013, 06:17:22 PM
Wait, wut?  I missed the release? NOOOO!!! D:

Ah, what the heck.  I'll get started. :D

EDIT:
Wait...wait, wut (again?)?  Now it's StarSector? D: Well, I guess the oldest members of the forums will still remember the good ole' days.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Gothars on January 04, 2013, 06:18:40 PM
If the name isnt final now Il be pisseed, changing the name of 100 videos takes a long time.

It took you 20 minutes. Just saying.

But I guess if Alex wanted community input on that name he had posted it before the release, so I wouldn't worry.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Ulari on January 04, 2013, 06:25:36 PM
Quick question...

My Norton AV is not allowing me to download starsector_install-0.54.1a.exe
Norton identifies the threat: Suspicious.Mystic

Any idea?
I downloaded 0.54a with no problem on 1/1.

Thanks
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: The Soldier on January 04, 2013, 06:26:20 PM
Well, I have to admit, Starsector isn't really the best name.  I'm sure most of us would vote to go back to Starfarer in an instant (of course, there's that problem you have with it), unless there's a better name somewhere out there.  
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: vmxa on January 04, 2013, 06:26:31 PM
Same for me. Probably a Norton issue, but no time to check now.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Faiter119 on January 04, 2013, 06:28:20 PM
Is the download link supposed to link to SS RC2? Or is Rc2 the correct version?
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Alex on January 04, 2013, 06:31:02 PM
There you go, I have changed all my titles and stuff to Starsector now. Haven t changed the tags though, but that doesn't matter as long as Starsector is in the title.

Search engine optimizations woop!

Thank you :)

Is the new name final or is there any point in discussing it?

Very much final. I understand being attached to the old name, and to a great extent, sympathize with that. But at the same time, I like the new name and am excited about moving forward with it.


Quick question...

My Norton AV is not allowing me to download starsector_install-0.54.1a.exe
Norton identifies the threat: Suspicious.Mystic

Any idea?
I downloaded 0.54a with no problem on 1/1.

Thanks

Norton has been known to mis-identify the installer as a virus before. If you guys could report (https://submit.symantec.com/false_positive/) it to them as a false positive, I'd appreciate it.

Is the download link supposed to link to SS RC2? Or is Rc2 the correct version?

RC2. Why, is it showing up as "Rc2" somewhere?
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Tarran on January 04, 2013, 06:31:24 PM
Honestly, I'm mostly indifferent over the name change. The thing that upsets me is that there was no warning or notice at all. :-\

And of course, the fact that I'm going to have two names bouncing around my head now is also going to be a minor problem.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: The Soldier on January 04, 2013, 06:39:46 PM
Hm.  Guess there's not chaning that. :/ Will we have to refer the game as starsector on the forums are can se still use starfarer?
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: K-64 on January 04, 2013, 06:40:54 PM
Not sure I like the new name quite so much. For one, the name just doesn't roll off the tongue the same for me, and it just seems a bit too "Stock Sci-Fi Name #377" to me. Of course, at the end of the day it's Alex's choice but it'll still be there at the back of my mind
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Verrius on January 04, 2013, 06:41:53 PM
Pfff, just a name.

Though it'll take ages for me to get use to.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Faiter119 on January 04, 2013, 06:43:23 PM
Quote
RC2. Why, is it showing up as "Rc2" somewhere?

Yeah, when I downloaded from Here! (http://fractalsoftworks.com/2013/01/04/starsector-0-54-1a-release/) it gives me "Starsector Release Candidate 2"

Might just be a naming error.

And: Managed to transfer my game files! The LP will go on!
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: The Soldier on January 04, 2013, 06:44:42 PM
Not sure I like the new name quite so much. For one, the name just doesn't roll off the tongue the same for me, and it just seems a bit too "Stock Sci-Fi Name #377" to me. Of course, at the end of the day it's Alex's choice but it'll still be there at the back of my mind
Agreed.  We're all kind of nostalgic (already) over the name change, I'm sure it'll wear into us in no time.  Aside from that, the new content is nice.  :)

As a side note, I'm storing away the .54 release a keepsake. :) The last of a great series (not to say the rest of it isn't).
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: ValkyriaL on January 04, 2013, 06:45:52 PM
This just wrecked my mod, i can't transfer it for some reason. and now i have 2 games... starfarer and starsector.. do i remove starfarer? how do i know the game will work at all?
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: The Soldier on January 04, 2013, 06:46:56 PM
There shuold be an uninstall.exe in Fractalsoftworks/Starfarer if you haven't already uninstalled the old version.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Tarran on January 04, 2013, 06:49:18 PM
This just wrecked my mod, i can't transfer it for some reason.
What do you mean by can't transfer it?
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: ValkyriaL on January 04, 2013, 06:53:03 PM
I can't transfer it because apparently my mod is open somewhere.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Alex on January 04, 2013, 06:56:23 PM
Quote
RC2. Why, is it showing up as "Rc2" somewhere?

Yeah, when I downloaded from Here! (http://fractalsoftworks.com/2013/01/04/starsector-0-54-1a-release/) it gives me "Starsector Release Candidate 2"

Weird - not seeing anything odd on those pages, or in the download links.

Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Tarran on January 04, 2013, 06:57:15 PM
I can't transfer it because apparently my mod is open somewhere.
Have you tried restarting your computer?
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Gothars on January 04, 2013, 06:59:16 PM
Ok, I have overcome the name-shock :)  Now some small things I noticed about the actual content:

- There's no right clicking to deselect for aptitudes. Would be nice.
- I like the new UI sound scheme, it has more *rumble* than the old one. But there's one exception: Right click on a skill makes a spitting sound. Seriously. I can't unhear it.
Other than that its great!

BTW, did you see the new skill UI tooltip suggestion Alex? I think it's better than the other one.

- Very small: maybe for HEF "+100% engine/weapon damage taken" is better than "weapon/engine damage", because reading "weapon damage" instantly triggers a false assoziation

I've got a Tachyon barbecue to attend now :D
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: ValkyriaL on January 04, 2013, 07:02:17 PM
I just restarted and it could be moved, lets see if it actually works. :P
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: The Soldier on January 04, 2013, 07:06:29 PM
Yea, aptitudes are kind of hard to undo. ;) Maybe there should be another arrow on the right to click that removes a point?

And I kind of got suprised by new click sounds.  And yes, it does sound vaugely like spititng. ;D

P.S. - Any decorative weapons in the base game?  I'd like something to base the code for it off of.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Alex on January 04, 2013, 07:20:42 PM
Ok, I have overcome the name-shock :)  Now some small things I noticed about the actual content:

Yay :)

- There's no right clicking to deselect for aptitudes. Would be nice.

Right. That's a significant enough change where I think "reset" is warranted. Would have to ensure that any skills raised past that point got unraised, and all that.

- I like the new UI sound scheme, it has more *rumble* than the old one. But there's one exception: Right click on a skill makes a spitting sound. Seriously. I can't unhear it.

You'll be happy to know that's not a "real" sound, just a last-second hack to get this out the door :)

BTW, did you see the new skill UI tooltip suggestion Alex? I think it's better than the other one.

Yeah, mulling it over.

- Very small: maybe for HEF "+100% engine/weapon damage taken" is better than "weapon/engine damage", because reading "weapon damage" instantly triggers a false assoziation

Wait, I'm confused. You're saying the false association would be a good thing?

P.S. - Any decorative weapons in the base game?  I'd like something to base the code for it off of.

sensordish.wpn. Any normal weapon will work as well, though.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: The Soldier on January 04, 2013, 07:26:37 PM
Sensor dish?  Is it actually mounted on any ships?  If not, I can manage. ;D
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Thaago on January 04, 2013, 07:26:45 PM
Ooooh, new release. Shiny!

@Alex Heads up, the main webpage, top banner still says 'Starfarer'.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: null on January 04, 2013, 07:30:06 PM
@Alex Heads up, the main webpage, top banner still says 'Starfarer'.

Not after you've cleared your cache.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: The Soldier on January 04, 2013, 07:30:50 PM
Nope, I see STARSECTOR.  Where on the page?
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Ulari on January 04, 2013, 07:33:49 PM
On the RC2 topic. 
I am seeing RC2 in the actual file name I download (try to download (thanks Norton)). 
And I see it on the mouse-overs of the links on the Starsector 0.54.1a release page: 

http://fractalsoftworks.com/2013/01/04/starsector-0-54-1a-release/ 

Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: ArkAngel on January 04, 2013, 07:34:27 PM
Hmmm I kinda like the name change.  suits the game considering you deciding the fate of the sector. Glad About the guardian and tachyon changes. There a definate upgrade on the skills menu, overall I say I like the update.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Alex on January 04, 2013, 07:38:37 PM
Sensor dish?  Is it actually mounted on any ships?  If not, I can manage. ;D

It's not, no. Just used it to test.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Krelian on January 04, 2013, 07:51:27 PM
I actually like the change in name. It should help making it more popular.

I hope it was due to election and not obligation.

Regards
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Gothars on January 04, 2013, 07:54:58 PM
Wait, I'm confused. You're saying the false association would be a good thing?

Ah, I was afraid that was not clear, sry. If I read "Alpha/Beta Object" the first thing that reaches my consciousness is Alpha -Object, followed by Beta-Object (provided I'm a proficient reader). This first thing is automatically interpreted/associated before the overall context. So if the resulting first association dissents from the real/overall meaning that leads to a short confusion.

To avoid that I would place "engine" in front, because nobody will jump to "damage caused by engines" while some may spontaneously associate weapon damage as "damage caused by weapons".

That's too much text for so small an issue, though.


Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: SQW on January 04, 2013, 08:14:34 PM
hmmm v.4 was released back in May 2012 so at this rate, Starfarer should finish a week before StarCraft II: Legacy of the Void...right?  ;D

Seriously now, any idea when the trading, exploring aspect of the game will be available?
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: The Soldier on January 04, 2013, 08:36:40 PM
Is there an example for the "alwaysAnimate" piece of code?  I tried plugging it in as-is, the green coder I am, and obviously got an error.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Alex on January 04, 2013, 08:41:25 PM
Wait, I'm confused. You're saying the false association would be a good thing?

Ah, I was afraid that was not clear, sry. If I read "Alpha/Beta Object" the first thing that reaches my consciousness is Alpha -Object, followed by Beta-Object (provided I'm a proficient reader). This first thing is automatically interpreted/associated before the overall context. So if the resulting first association dissents from the real/overall meaning that leads to a short confusion.

To avoid that I would place "engine" in front, because nobody will jump to "damage caused by engines" while some may spontaneously associate weapon damage as "damage caused by weapons".

That's too much text for so small an issue, though.

Ah, hmm. But then "weapon damage" go next to each other, which seems about as bad, for a slightly different reason. Seems like 6 of one, half dozen of the other.

Is there an example for the "alwaysAnimate" piece of code?  I tried plugging it in as-is, the green coder I am, and obviously got an error.

Just put "alwaysAnimate":"true", somewhere in the .wpn file.

hmmm v.4 was released back in May 2012 so at this rate, Starfarer should finish a week before StarCraft II: Legacy of the Void...right?  ;D

Seriously now, any idea when the trading, exploring aspect of the game will be available?

I hate to do this, but soon(tm). About as much detail I can go into is to say is we're working on it - but that could mean design work, prototyping, or actual implementation, for all you know :)
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Thaago on January 04, 2013, 09:11:34 PM
@Alex Heads up, the main webpage, top banner still says 'Starfarer'.

Not after you've cleared your cache.

D'oh! My bad!
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: PCCL on January 04, 2013, 10:05:32 PM
im reluctant to clear my cache.... feels like i'm letting go of the last piece of something good that I'll never get back....  :'(
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Shoat on January 04, 2013, 11:02:21 PM
I personally kind of liked Starfarer better as a name (or maybe it's just not being used to it?), but it may fit better to the game's content once the player actually travels around the sector.

I just hope you changed it voluntarily and weren't forced to change it by some legal ***.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Dr. Death[Lexx] on January 05, 2013, 02:01:52 AM
For all i care the game can be called "Flying Space Monkeys"...as long as what we have now in terms of content, combat, design and mechanics stays and will be in all positive ways expanded upon, i'll be happy. Great stuff alex, thank you.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: zakastra on January 05, 2013, 03:04:53 AM
Wait, I'm confused. You're saying the false association would be a good thing?

Ah, I was afraid that was not clear, sry. If I read "Alpha/Beta Object" the first thing that reaches my consciousness is Alpha -Object, followed by Beta-Object (provided I'm a proficient reader). This first thing is automatically interpreted/associated before the overall context. So if the resulting first association dissents from the real/overall meaning that leads to a short confusion.

To avoid that I would place "engine" in front, because nobody will jump to "damage caused by engines" while some may spontaneously associate weapon damage as "damage caused by weapons".

That's too much text for so small an issue, though.

Ah, hmm. But then "weapon damage" go next to each other, which seems about as bad, for a slightly different reason. Seems like 6 of one, half dozen of the other.

Is there an example for the "alwaysAnimate" piece of code?  I tried plugging it in as-is, the green coder I am, and obviously got an error.

Just put "alwaysAnimate":"true", somewhere in the .wpn file.

hmmm v.4 was released back in May 2012 so at this rate, Starfarer should finish a week before StarCraft II: Legacy of the Void...right?  ;D

Seriously now, any idea when the trading, exploring aspect of the game will be available?

I hate to do this, but soon(tm). About as much detail I can go into is to say is we're working on it - but that could mean design work, prototyping, or actual implementation, for all you know :)

I know its of little importance; but he grammar Nazi in me says "100% Extra damage taken on Weapon Systems and Engines" Should be concise clear and accurate
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: DNAz on January 05, 2013, 07:15:55 AM
Im still in denial :(
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Sendrien on January 05, 2013, 08:01:44 AM
The name change is final, I get it. So this is the last opinion I will express on this subject, but I hope it will at least be considered.

I slept on the name change, and today, I was thinking about why it made me so uncomfortable. I realized it had nothing to do with my having grown familiar with the old name. It had everything to do with the connotations of each name, and what it evokes on first impression.

Starfarer

When I first heard this name, immediately I thought about possibilities and adventure. Without knowing anything about the game, I could imagine a lone starship pilot seeking his fortune between the stars, or perhaps a captain and his crew wandering the far reaches of space in search of adventure.

It's a name that instantly involves the player in your story. "Starfarer...like seafarer, except in space...adventures of the high seas in space! Awesome!"


Starsector

When I first hear the name Starsector, immediately I think about a particular sector of space. Even knowing what I do about the game, I can't tear myself from the notion that something happens in that sector of space which makes it worthy of being the game title. So I feel like I'm about to be told a story. "Starsector is a location. So something must be really important about this location, perhaps a really good story happened in this sector of space!"

--

So in conclusion, my own impression on this matter is that the name Starfarer evokes the kind of first impression that corresponds with what kind of game this will be, whereas Starsector sounds almost like a space opera, a kind of single play-through RPG like Mass Effect. Starfarer is a person, and that person is the target audience, the player. When you hear Starfarer, you know that YOU are the starfarer. Starsector sounds like a generic location in space. While it piques curiosity about what is so important about that location in space, it doesn't cause the player to identify so strongly with the title, because you haven't yet told them why they should care about that particular Starsector.

I wonder if anyone else had the same first impressions when they came across each name?
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Tarran on January 05, 2013, 08:29:39 AM
Yes, looking at it further, Starsector does sound like some generic/vague section of space to me. *Shrug*

Regardless, we really should let the matter of a different name just drop right about now. At least for this thread. We've already made several pages and two or so threads on the matter already.

(http://fractalsoftworks.com/forum/index.php?topic=5250.0 and http://fractalsoftworks.com/forum/index.php?topic=5263.0)
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: The Soldier on January 05, 2013, 08:39:29 AM
Thanks for the info on "alwaysAnimate" piece!

Now, timed for me to go buckwild on it. ;D

EDIT:
Hmm.  Doesn't seem to be working.  Added that bit of code and even with the proper animation code, it doesn't work.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: YAZF on January 05, 2013, 09:19:01 AM
Hmmm....well that's odd (name change). But I'm sure it was necessary so I guess I'll go with it.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Reshy on January 05, 2013, 10:18:22 AM
Honestly for those complaining about the videos having to have their names changed, you could just name the ones pre-.54.1A Starfarer and the ones using the ones afterward Starsector.


Though I think that Starfarer should still be referenced often within the actual confines of the game.  Sort of keepsake.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Gaizokubanou on January 05, 2013, 10:22:51 AM
Pfff, just a name.

Though it'll take ages for me to get use to.

This.

Now begins another painful phase of waiting for next patch information  ;D
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: The Soldier on January 05, 2013, 10:37:32 AM
I just keep the .54 download as a keepsake. :P An small reminder, compared to what the finished game will be like.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Reshy on January 05, 2013, 10:47:36 AM
I'm going to keep calling it starfarer, just because it reminds me that I was around when it was in Alpha and I'm a "Veteran" Starfarer, rather than a Regular Starsector pilot.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: K-64 on January 05, 2013, 10:59:11 AM
We should, like, get special ranks for being true veterans :P [/offtopic]
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Alex on January 05, 2013, 11:07:26 AM
Thanks for the info on "alwaysAnimate" piece!

Now, timed for me to go buckwild on it. ;D

EDIT:
Hmm.  Doesn't seem to be working.  Added that bit of code and even with the proper animation code, it doesn't work.

Just tried adding    "alwaysAnimate":"true", to shredder.wpn, and the Thumpers always spin (tested in both regular and decorative slots). Not sure what you're doing; probably worth a separate post over in the modding section.

Also: argh, the Onslaught has a sensor dish in this release. It's not supposed to!
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: David on January 05, 2013, 11:45:48 AM
Also: argh, the Onslaught has a sensor dish in this release. It's not supposed to!

This is an unauthorized hull modification and the Hegenomy High Command will hear of this! Everyone from the logistics officer to the captain will be facing a court martial, count on it.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Cosmitz on January 05, 2013, 11:55:20 AM
When i hear Spacesector i think of the god-awful Dark Sector game.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Tarran on January 05, 2013, 12:26:34 PM
Also: argh, the Onslaught has a sensor dish in this release. It's not supposed to!
Lies. You just added it and wanted to see if anyone would notice.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: DelicateTask on January 05, 2013, 01:03:59 PM
Excited for update, miss old name, and wondering if save compatible because I didn't read anything to the contrary.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: stonehand on January 05, 2013, 01:19:55 PM
I losted my saves and the mission rankings so i don't think it is. Doesn't bother me i make a new game every patch
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Faiter119 on January 05, 2013, 01:21:52 PM
I losted my saves and the mission rankings so i don't think it is. Doesn't bother me i make a new game every patch

You just have to move the files over :)
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Alex on January 05, 2013, 02:48:23 PM
Excited for update, miss old name, and wondering if save compatible because I didn't read anything to the contrary.

It ought to be save-compatible. I don't recall anything breaking compatibility, so loading an old save is at least worth a try.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: The Soldier on January 05, 2013, 03:09:29 PM
Hmm, with the lights that I made, the animation ONLY works when it's in a weapon group.  Hm.  Bug?
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Xareh on January 05, 2013, 03:12:44 PM
Is the onslaught meant to have a satellite dish?
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: ValkyriaL on January 05, 2013, 03:13:55 PM
I think it was meant to be mounted on Command relays.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Alex on January 05, 2013, 03:16:03 PM
Hmm, with the lights that I made, the animation ONLY works when it's in a weapon group.  Hm.  Bug?

Since in my testing just now it worked (with a Thumper that wasn't in a weapon group), I suspect it's not a bug. That you're able to get it in a weapon group in the first place indicates there may be a problem. Again - please make a thread in the Modding section, with the files you're using, so that I (and others) can see what you're doing.


Is the onslaught meant to have a satellite dish?

Look a few posts back :)
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: The Soldier on January 05, 2013, 03:18:31 PM
Speaking of the Onslaught with the dish, it actually looks kind of nice. :D
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: ValkyriaL on January 05, 2013, 03:19:23 PM
Also: argh, the Onslaught has a sensor dish in this release. It's not supposed to!

This is an unauthorized hull modification and the Hegenomy High Command will hear of this! Everyone from the logistics officer to the captain will be facing a court martial, count on it.

Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Reshy on January 05, 2013, 07:11:42 PM
I can't play Starfarer right now, can someone post the new Onslaught dish thing?
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: The Soldier on January 05, 2013, 07:30:31 PM
Spoiler
(http://i50.tinypic.com/bh95e.png)
[close]
Enjoy. :D
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Mattk50 on January 05, 2013, 07:30:54 PM
The new name is much worse, also welcome to the land of space games with the abbreviation "SS". I'm not going to be able to think of the game as anything other than starfarer for awhile.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: ThePinkPanzer on January 05, 2013, 09:50:37 PM
Holy freaking *** it is Starfarer to Starsector, the old name was not a glorious master piece and the new name is not a steaming pile of crap. Jesus you people will think anything is horrible.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Tarran on January 05, 2013, 11:06:49 PM
Not everyone on this forum thinks that way you know.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Mattk50 on January 06, 2013, 01:18:02 AM
Holy freaking *** it is Starfarer to Starsector, the old name was not a glorious master piece and the new name is not a steaming pile of crap. Jesus you people will think anything is horrible.

Jesus, some people will just think every opinion is horrible without any backup.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Gabrybbo on January 06, 2013, 02:20:30 AM
Well, i can't say that i like the new name, but we'll see about that in a few months, now the change is too recent to be objective.  ;)


So, feedback about some of the changes:
EMP -> geez, i love it. Thunders were already buffed by the reduction of the ion cannon's flux generation, now the emp arcs make these fighters even better, especially agains low-tech ships.  :D

Aurora shield -> i always wanted an omni shield on her as her mounts are effective in a 360° arc but her shield was not. Now i can keep it down and use the speed boost and still be capable of defending myself against stray missiles. It works a lot better with the idea of "attack cruiser".

Tachyon lance -> Very good weapon now, the best combo is with kinetic weaponry, so that first you take down their shields and then disable their weapons. Needlers are especially good at this, as the enemy tries to tank all the needles on its armor, giving you a big time window to strike with the Lance!

Prometheus-class supertanker -> damn that ship is nice. I can't wait to blow it up.  ;D

New graphics -> i like the new Character UI, it's nice to look at and works intuitively. The change to the needlers is nearly right, but i feel that their colour should be a bit lighter... But the change is also too recent to be completely objective.

Guardian PD -> if there was a way to set it to PD only it would be nice, it keeps wasting charges on shielded ships. But the improvements are great, i could actually use it on my Odissey along with Tachyon lances as a fire support capital ship.

Decorative "weapons" -> yay! I just hope that modders don't go overboard with those.  ;)


Overall, great patch as always! Keep up the good work! :D
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: StahnAileron on January 06, 2013, 11:26:26 AM
Am I the only one not really liking the new UI sounds? Too "clicky", IMHO. I prefer the old sounds: more smooth/flowing for lack of better terms. The new ones are starting to grate on my nerves already and I only play for about 10 minutes.

I think the fact they CLICK when you hover over the buttons and click differently when you actually press the button is a bit much. That's 2 clicks. Considering how menu-driven the game is on the sector map, that's really overdoing it. I think the SFX for hover should be removed or made something less "intrusive" on the ears. Actually, why the UI SFX change to begin with...????
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Alex on January 06, 2013, 11:52:29 AM
@Gabrybbo: Glad you like the changes :)

Re: Aurora - yeah, that was really the point. The front shield was just very much at odds with its intended "attack cruiser" role, especially, as you say, given the weapon mount configuration.

Re: Guardian - right. Hmm. That's a tough one because you can manually turn off autofire when there's a danger of that, but it's awkward, and not always practical - especially if it's in a group with other PD that you still want firing. But I don't think making it only target missiles would work well, either - there are cases when you *do* want beam PD to fire at shields.


Am I the only one not really liking the new UI sounds? Too "clicky", IMHO. I prefer the old sounds: more smooth/flowing for lack of better terms. The new ones are starting to grate on my nerves already and I only play for about 10 minutes.

I think the fact they CLICK when you hover over the buttons and click differently when you actually press the button is a bit much. That's 2 clicks. Considering how menu-driven the game is on the sector map, that's really overdoing it. I think the SFX for hover should be removed or made something less "intrusive" on the ears. Actually, why the UI SFX change to begin with...????

Thank you for your feedback.

One thing to keep in mind here is that the button click sounds show up in more places that they ultimately will. They're also still being tweaked, so I hope you'll wait to pass final judgment on 'em. Personally, I think the new sounds - both the button ones and the ones in the command UI - work a lot better than the previous ones overall, just in terms of creating the right feel for the UI.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Wyvern on January 06, 2013, 12:24:46 PM
Re: Guardian: I still think some system of setting in-game weapon hints would be useful - then you could do things when building a variant like say "fire on shields only at sustained rate" or "prioritize fighters over missiles" or the like, and have that be a per-player setting rather than a global applies-to-all-Guardians-everywhere setting.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Cycerin on January 06, 2013, 12:27:39 PM
I really like the new UI sounds. They feel "dryer" and more responsive than the last batch, quite nice. Hope there is a revamp of the weapon sounds coming too, you know how I feel about that "pew." noise being used for half of the energy weapons in the game.  ;D
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Chancellor Meatsteak on January 06, 2013, 01:20:10 PM
Regarding the menu sounds, the 'clicky' sounds are fine in and of themselves. The problem with them is that they are at odds with the 'beep boop' sound all other UI elements make. Additionally, the 'clicky' noises gives me the impression that the UI is a more civilian piece designed with comfort in mind, since if the designers of the UI didn't care about how pretty it sounds they would have just put in a plain 'beep' instead. Given that most ships in Starsector are either warships or freighters, and that 'beep boop' sounds more 'science fictiony', I would say that the 'clicky' noises should be replaced with something else.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Tarran on January 06, 2013, 01:20:48 PM
Honestly, I felt the old menu UI sounds were smoother and nicer. I don't know why, but the new UI sounds seem more fitting for a--what would you call it--board strategy game or something? In addition, at least to me, it seems to fit less with the visual UI.

The in-combat sounds... well, I suppose it depends on how high tech the equipment being used is supposed to be. Because the new waypoint sounds have a noticeable crackle and a slightly over-serious 'appearance' noise. Same goes with the cancel-waypoint noise.

But that's just me. There's a decent chance that there's some bias towards the old sounds. The old sounds, admittedly, were a little soft, but the new sounds to me seem a little too rough/serious. Then again, I have no idea of the level of equipment the player is supposed to be using.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Chancellor Meatsteak on January 06, 2013, 01:38:33 PM
The in-combat sounds... well, I suppose it depends on how high tech the equipment being used is supposed to be. Because the new waypoint sounds have a noticeable crackle and a slightly over-serious 'appearance' noise. Same goes with the cancel-waypoint noise.

But that's just me. There's a decent chance that there's some bias towards the old sounds. The old sounds, admittedly, were a little soft, but the new sounds to me seem a little too rough/serious. Then again, I have no idea of the level of equipment the player is supposed to be using.

Given the dystopic nature of the setting I would say the more recent, "rougher" combat sounds are fine. A smooth, clear tone carries the implication that the equipment is new and shiny, while a rougher tone implies the equipment is either old or in somewhat poor condition.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Dri on January 06, 2013, 02:07:12 PM
I like the new UI sounds too. Change is often painful but I think given time most players complaining now will either become neutral about it or even grow into them. :D

Now, just really REALLY hoping for some meaty work to be done on the campaign for as much fun as it it is to fly around, level up, and nuke pretty much every fleet I come up against, it is starting to drag. I'd love some character interactions and pretty much anything to do other than pure combat related stuff. The campaign is really gonna slow down leveling speed and ship acquisition, right? I really hope it is as even on Ironman mode I've pretty much "won" the current game as soon as I get a destroyer fully fitted...

Also, are you fairly satisfied with skill balance? Technology seems insanely powerful with +50% OP - don't get me wrong, its hella fun to have that much OP to design ships with - its just... wowza. ;D Now on the opposite side - Leadership also seems rather limited right now but I heard you were thinking of adding something in for fighters which would really flesh it out.

Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: obihal on January 06, 2013, 02:41:35 PM
Where can i but the tachyon lance.  i read at the notes and want to try.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Faiter119 on January 06, 2013, 02:48:02 PM
Where can i but the tachyon lance.  i read at the notes and want to try.

Its sold at the TriTach station, but its not always there. You can try it in the refit simulator though.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: xenoargh on January 06, 2013, 03:41:31 PM
Can't wait to have time to install this and check it out!  Great changelog, and as for the name change, you could call this Star Farers (eating mutant meteor muffins)* for all I care.

*in eeny-weeny type.  It worked for Peter Molyneux.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: xanderh on January 06, 2013, 11:56:47 PM
Slight problem: I moved my save files and installed the same mods again, and they turned out to be incompatible. The save files just don't work in the new version.

I found out that the AI discovered ramming is a valid strategy: I had an apogee and a tempest. The tempest was escorting me. The AI had a dominator (the big low-tech cruiser) and an enforcer left. I focused on the enforcer to take it out, while the tempest was distracting the dominator. I put some distance between me and the dominator, and the enforcer was almost down. The tempest was between me and the dominator. The dominator then turned towards me, fired up his burn drive, and disabled my tempest before he could move out of the way.

The tachyon lance is incredibly useful against capital ships now. It's hilarious to watch an onslaught lose 90-95 % of its firepower by only firing two weapon slots. Great defensive weapon. I'm not using it on my paragon, though. The autopulse lasers with expanded magasines are just too good to give it up :)
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: ThePinkPanzer on January 07, 2013, 03:19:31 AM
Not everyone on this forum thinks that way you know.

No ***, the name isn't changing again, deal with it.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Tarran on January 07, 2013, 05:58:54 AM
I really don't get why you're attacking me. I think you mistook what I said. And as I have expressed on this thread I myself really don't care much about the actual name.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Sproginator on January 07, 2013, 06:23:21 AM
Not everyone on this forum thinks that way you know.

No ***, the name isn't changing again, deal with it.

Woah chill bro, he didn't mean that offensively :O
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Aratoop on January 07, 2013, 09:31:39 AM
The only problem with the UI is that I can't hear them... I'll be darned if I have to wear my hearing aids under my headphones. The reason is that I'm partially deaf to high-pitched sounds, and so the *click* is almost impossible to hear... :(
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Upgradecap on January 07, 2013, 10:59:54 AM
Not everyone on this forum thinks that way you know.

No ***, the name isn't changing again, deal with it.

Why the sudden attack? Tarran didn't offend you or anything for you to respond that offensively. :/
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Alex on January 07, 2013, 11:01:58 AM
Yeah - let's dial it down and remain civil - no need to get aggressive.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Gabrybbo on January 07, 2013, 12:16:40 PM
@Gabrybbo:
Re: Guardian - right. Hmm. That's a tough one because you can manually turn off autofire when there's a danger of that, but it's awkward, and not always practical - especially if it's in a group with other PD that you still want firing. But I don't think making it only target missiles would work well, either - there are cases when you *do* want beam PD to fire at shields.

I see... yeah, sometimes i use burst lasers to give some extra soft flux to the enemy, but to use the Guardian i give up a large slot, so it's irritating to see it take a shot at an enemy shield, then take down a Mirv, then a Pilum volley, then take another shot at the shield, then kill some Annihilators and then see that missiles go past it because it used its charges on the shield, which in the meantime is perfectly holding... The problem is that if i want to use it to overload an enemy I need to concentrate only on his ship, otherwise it's pretty much only a waste of charges for little gain.  :(
Damn, it's really tough. Maybe with the new on-hit effects something can be done... I'll try something and open a suggestion thread as soon as i come up with a valid idea.  :)


By the way, i noticed that hitting a missile with a EMP weapon like the Ion cannon doesn't shut it down like the EMP emitter does... Is this intended?  :)
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: ciago92 on January 07, 2013, 08:16:38 PM
how does one run starsector? when I click the shortcut it says this location no longer exists and deletes the shortcut. any suggestions?

edit: heads up, since this is new (maybe the new name? it didn't have issues with starfarer...) Norton does not yet recognize it and quarantines the .exe file
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: ArkAngel on January 07, 2013, 08:27:56 PM
Ah yes I had the same issue. You need to go to tasks then history then set list to quarantine. Simply restore the file and your good to go.
E./ In norton of course.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: EnderNerdcore on January 08, 2013, 12:50:57 PM
TBH guys you should not be using Norton at all, it's a disaster of an AV program.

Use Microsoft Security Essentials instead.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: stardidi on January 08, 2013, 12:58:41 PM
*chokes*

Would you mind to never mention that again? :P

Seriously though, MSSE is kinda cool, but really bad!
Things like Avast, AVG, NOD64, stuff like that is really nice and cuddly.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Alex on January 08, 2013, 01:04:38 PM
AVG, I don't know... I'd take it off that list - I remember how at one point, it decided to randomly delete a system file, causing the OS to stop booting at all. Fun times were had booting off a CD and using "extract" from the command line to get a workable copy of that file from the innards of the XP installation CD :)
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: CarbonTwelve on January 08, 2013, 03:06:18 PM
AVG, I don't know... I'd take it off that list - I remember how at one point, it decided to randomly delete a system file, causing the OS to stop booting at all. Fun times were had booting off a CD and using "extract" from the command line to get a workable copy of that file from the innards of the XP installation CD :)

I had almost the same experience the last time I used Norton about 10 years ago.  It was offered to install when I was installing some software that came with a CD drive, and for whatever reason I just accepted.  Upon first running it informed me that a system file had a virus in it and proceeded to quarantine the file (didn't give me a choice) and requested that I reboot.  After rebooting Windows wouldn't start and I couldn't even fix it; I had to reinstall.  I have no idea what virus I had but whatever it was it did nowhere near as much damage as Norton.

IMO MSSE is fine - it's the least intrusive anti-virus I've seen.  I wouldn't bother with anything more than that though.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: EnderNerdcore on January 08, 2013, 04:23:29 PM
*chokes*

Would you mind to never mention that again? :P

Seriously though, MSSE is kinda cool, but really bad!
Things like Avast, AVG, NOD64, stuff like that is really nice and cuddly.
Aside from AVG those are all good, but there is really nothing wrong with MSSE unless you really, really hate Microsoft.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: TJJ on January 08, 2013, 08:29:14 PM
*chokes*

Would you mind to never mention that again? :P

Seriously though, MSSE is kinda cool, but really bad!
Things like Avast, AVG, NOD64, stuff like that is really nice and cuddly.
Aside from AVG those are all good, but there is really nothing wrong with MSSE unless you really, really hate Microsoft.

Unless you use firefox, and it causes this bug (https://support.mozilla.org/en-US/questions/937267) to occur in MSSE.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: stardidi on January 09, 2013, 01:09:37 AM
Yeah Ok, AVG is debatable.
My problem with MSSE is that it doesn't really work, and uses a LOT of resource. In a lot of test it only picked up like 70% of all malware, and uses more than twice as much as AVAST.

But this is getting of topic, like this thread always seems to do :P

Does the name change also mean a (minor) change in design? I don't remember reading anything about that  (But I could be wrong)

Very cool patch notes though! Keep up making this game more awesome!
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Alex on January 09, 2013, 10:10:38 AM
Does the name change also mean a (minor) change in design? I don't remember reading anything about that  (But I could be wrong)

No design change whatsoever. (If you look back at some of the lore, the game takes place inside a relatively newly-colonized Sector, which consists of many star systems.)
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: firstattak1 on January 09, 2013, 09:29:20 PM
Really many? Ok that I'm good with the new name. At first o thought this new sector thing ment a smaller map, which made me sad (as with starfarer I though of a huge place!!) so now that I know this I'm reassured :D

Never really cared for the name change anyways but new name was better, but I can except this new name now.

I VOW TO NEVER ACCIDENTLY CALL THIS STARSECT....starfarer....AGAIN!
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Iscariot on January 09, 2013, 10:46:50 PM
Man, I finally get internet (and a computer) here at MOS school and what do I see but a new Starf..... things really have moved along haven't they?

Anyway, I don't really know what to comment on regarding this specific release since it's been a while since I've laid hands on this game, and a lot of stuff's gotten added, so I'll just throw some stuff out there. Frigates seem a lot better now that I can buff their OP. I tried running a no-fighter top tier fleet using only Hyperions and it worked swimmingly. Really, a lot of different builds seem more viable than the fighter domination that seemed to reign since I last played this game aggressively, and that's a good thing. Not going to lie, being able to pimp out my Conquest and have it spin like a destroyer is silly fun.

The game is also less punishingly difficult, which I'm not sure how I feel about, but hey, I'm still having fun, so whatever.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Ishikawa on January 09, 2013, 11:41:58 PM
Well the new version is pretty awesome, really like the new skill ui.

I don't really care about the name change, starsector is fine though, it's the game not the name that counts anyway.

Currently on my way to max my newest character, god i play this game the most after pausing for a while between releases. It's so much fun.

The game is also less punishingly difficult, which I'm not sure how I feel about, but hey, I'm still having fun, so whatever.
I have to say, that there really aren't that many high tech fleets around and one could argue that the skill that gives you after combat repair is OP. Although i have to say, i have yet to face "effective" Phase Ships, the idea is interesting but i just ignore all ships of that type currently.

Lastly, just saw an Omen for the first time in a while last night, the phase shift range on that thing is insane! I LOVE IT :D
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: calciumdeposit on January 10, 2013, 06:54:13 AM
"starsector" to me sounds kind of generic, it lacks imagery.

starfarer had a nice ring to it

oh well maybe a better name might come up in the future


since this is a game where you can out fox your opponent to win maybe we can call it "starfox"

That works out perfectly you wont even need to change the original desktop icon

Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Faiter119 on January 10, 2013, 06:58:28 AM
"starsector" to me sounds kind of generic, it lacks imagery.

starfarer had a nice ring to it

oh well maybe a better name might come up in the future


since this is a game where you can out fox your opponent to win maybe we can call it "starfox"

That works out perfectly you wont even need to change the original desktop icon



Its just the issue of copyright, starfox is already a highly valuable copyrighted brand. And something like that is probably what happened with Starfarer. The decision is final.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Iscariot on January 10, 2013, 10:16:43 AM
I don't really like it either, but I'm sure the issue has been discussed to death by now, and really, I'm not sure if it's just the name or because I was attached to the name 'Starfarer' so I'm really not that upset.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: ArkAngel on January 10, 2013, 07:49:32 PM

Lastly, just saw an Omen for the first time in a while last night, the phase shift range on that thing is insane! I LOVE IT :D
Erm... Last time I checked the Omen has an emp not phase shift. Do you mean Hyperion? Or wolf class frigate? Maybe the medusa destroyer?
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Ishikawa on January 11, 2013, 01:52:43 AM

Lastly, just saw an Omen for the first time in a while last night, the phase shift range on that thing is insane! I LOVE IT :D
Erm... Last time I checked the Omen has an emp not phase shift. Do you mean Hyperion? Or wolf class frigate? Maybe the medusa destroyer?

I know Wolf and Medusa have that, but it was a freaking teleporting Omen, though now that you mention it, it did have this lightning (emp?) attack-thingy. Maybe it was a bug. :/
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Valhalla on January 11, 2013, 09:16:34 AM
I know one thing, im not getting rid of my old 0.54a Starfarer install, Loved the name.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: ValkyriaL on January 11, 2013, 09:23:51 AM
Valhalla..  Might you be...THAT person? ;D
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Valhalla on January 11, 2013, 09:24:55 AM
Valhalla..  Might you be...THAT person? ;D

What do you mean by that? lol
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Sproginator on January 11, 2013, 09:57:59 AM
Valhalla..  Might you be...THAT person? ;D
Robbaz? :S
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: metime00 on January 12, 2013, 05:12:59 PM
I don't know if it was just added this release but for weapon grouping it seems that the game automatically moves a weapon group to the lowest number unfilled. I like to have my point defense in group 5 and my missiles group 3 for consistency across all ships, but now if I have less than five weapon groups I don't have that option.

Is there a reason for this?
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Alex on January 12, 2013, 08:09:33 PM
I don't know if it was just added this release but for weapon grouping it seems that the game automatically moves a weapon group to the lowest number unfilled. I like to have my point defense in group 5 and my missiles group 3 for consistency across all ships, but now if I have less than five weapon groups I don't have that option.

Is there a reason for this?

It's always worked that way - just due to how things are set up internally. I see what you're suggesting, though - will keep that idea in mind.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: zakastra on January 13, 2013, 03:46:18 AM
One that note, could we have the option for a few more weapon groups? There seems to be plenty of room on the refit UI for them, and there are several cruisers and capitals that would really benefit from a couple extra groups.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: metime00 on January 13, 2013, 07:36:01 AM
Now I feel silly... Guess I just never bothered to pay attention to weapons groups until I was gonna have 5 groups anyway :P then going back down to beginning game stuff I noticed it
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: EnderNerdcore on January 13, 2013, 09:05:39 AM
One that note, could we have the option for a few more weapon groups? There seems to be plenty of room on the refit UI for them, and there are several cruisers and capitals that would really benefit from a couple extra groups.
This, so much.

I don't know where we'd stop, but 5 just isn't enough for some capitals.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: harrumph on January 13, 2013, 09:54:51 AM
Out of curiosity—what are some example loadouts of (vanilla) ships that you guys would want 6+ weapon groups for?
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Sproginator on January 13, 2013, 12:53:15 PM
One that note, could we have the option for a few more weapon groups? There seems to be plenty of room on the refit UI for them, and there are several cruisers and capitals that would really benefit from a couple extra groups.
+1
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Dri on January 13, 2013, 12:59:26 PM
Are you guys talking about modded capital ships? Like the stupidly overpowered ones with 10+ large weapon mounts?

I can't imagine you needing more than 5 for vanilla ships - I always control missiles and/or super high flux weapons like Plasma Cannons but everything else is on auto-fire. With +50% OP via Tech tree you can max out vents and capacitors no problem and thus make flux management a near nonissue so why would you possibly need to have more than 5 or so weapon groups? I don't think its humanly possibly to swap around 6+ weapon groups and still maintain optimal weapons fire uptime...

I play Ironman + full weapon damage suffered and I'm popping Pirate Armadas and Tri-Tachyon Security fleets no problem with just 5 weapon groups. Hell, I could probably solo every single fleet other than Hegemony Defense Fleets with my Onslaught and the only thing I control on that beast is the 4 Annihilator Rocket Pods. :o
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: StahnAileron on January 13, 2013, 01:43:01 PM
Honestly, I would like overlapping weapon groups a la the MechWarrior or X-series games. Been hoping for that for a while now. I don't see why a weapon needs to be in one and only one group.

Other ideas that popped into my head:


I also still have issues with ships veering off on a tangent to engage hostiles while under orders to do something else. In particular is capturing/defending points. I just wish they don't stray so far from the points as they currently do. (I've acually had a Hype in the middle of capturing a point wind up on the other side of the map because it wanted to intercept a fighter group coming toward point: it teleported to engage, ran into a destroyer, teleported to evade, foundd another fighter wing, etc... Suffice to say I didn't capture the point like I wanted :'()
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Gothars on January 13, 2013, 02:16:49 PM
@ zakastra and StahnAileron

This is not the suggestion forum and you are both here long enough to know. If you have a suggestion that is worth being read it will also be worth opening a thead in the right sub-forum.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: StahnAileron on January 13, 2013, 07:25:02 PM
@ zakastra and StahnAileron

This is not the suggestion forum and you are both here long enough to know. If you have a suggestion that is worth being read it will also be worth opening a thead in the right sub-forum.

I was actaully debating between here and the suggestion forum. Some of this was only made apparent to me after the new build came out and I actually had time to try stuff out, so I posted here. I don't think I would've noticed the speed/shield "issue" I seem to have it it weren't for the new hullmod and the skill system being implemented. (Wolves wouldn't have the OP to mount the loadout I gave them to be the way I have them now in .54a vs .53a.) I kinda consider this feedback with my current experience in the game... Still, I'll try to be more mindful in the future. I actually don't come here very often...
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Vordhosbn88 on January 20, 2013, 02:39:56 PM
A whole week since the last post? What's going on?

Not had time to play Starsector for a while, recently updated and I am loving it. Any word on when we're getting a larger more diverse map to roam in though?
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: The Soldier on January 20, 2013, 02:40:38 PM
Mostly about mods and finishing them up. :) Oh, and the devs are probably hard at work on the next patch(notes).
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: DJ Die on January 22, 2013, 10:12:20 AM
Alex have you decided what to do about the sensor dish on Onslaught? i kinda like it there  8) if you dont plan to keep it there it might be interesting to have a special "command" version of onslaught that would have some kind of advantage(slightly better radar and weapon range or more CP) but would be much more expensive?
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Uomoz on January 22, 2013, 11:22:55 AM
Hullmods that enable an animated item\decal on a ship to show an actual improvement. Now that's INTERESTING.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: EnderNerdcore on January 22, 2013, 03:54:12 PM
Hullmods that enable an animated item\decal on a ship to show an actual improvement. Now that's INTERESTING.
Or conversely, items that take up weapon slots and have code attached to them.

So instead of putting something in a Universal slot, you could put a Sensor Dish in there which gives you +25% sight range or something. And you get a little spinning dish on that spot. :D
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Okim on January 22, 2013, 11:05:01 PM
Hullmods that enable an animated item\decal on a ship to show an actual improvement. Now that's INTERESTING.
Or conversely, items that take up weapon slots and have code attached to them.

So instead of putting something in a Universal slot, you could put a Sensor Dish in there which gives you +25% sight range or something. And you get a little spinning dish on that spot. :D

That`s exactly what i was thinking to start working on. I just hope that decorative weapons can have some influence on the ship`s stats (like weapon range, reload times, sensor radius etc).

In particular i was thinking of a special target designators that take up medium slot (ballistic for example) and give a range bonus only to a group its assigned to.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: DJ Die on January 23, 2013, 12:05:08 AM
or just give some ships slots for this kind of special equipment that would boost their own or the FLEETS stats.....that could be nice thing for carriers because their combat value isnt all that great i mean sure they refit bombers and fighters but thats mostly it......but carriers are usually command ships as well so you could tailor your flagship to suit your ship best....
sensor dish to have bigger weapons range or and maybe more CP, CIC to give your ships some bonus to dmg or more FP to throw into a battle, Fighter command center to give your fighters and bombers some advantages.....
only some ships would have that kind of slot mostly support ships or some ships intended to be flagships....it would give some kind of combat utility to ships that arent usually taken into combat like the carriers and maybe the Buffalo II....
that said these modules should cost some OP and be quite expensive
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: EnderNerdcore on January 23, 2013, 01:18:23 PM
or just give some ships slots for this kind of special equipment that would boost their own or the FLEETS stats.....that could be nice thing for carriers because their combat value isnt all that great i mean sure they refit bombers and fighters but thats mostly it......but carriers are usually command ships as well so you could tailor your flagship to suit your ship best....
sensor dish to have bigger weapons range or and maybe more CP, CIC to give your ships some bonus to dmg or more FP to throw into a battle, Fighter command center to give your fighters and bombers some advantages.....
only some ships would have that kind of slot mostly support ships or some ships intended to be flagships....it would give some kind of combat utility to ships that arent usually taken into combat like the carriers and maybe the Buffalo II....
that said these modules should cost some OP and be quite expensive
You can already do this with ship systems (fleet-wide bonuses), actually. But yeah, you can't make them swappable or cost OP.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: DJ Die on January 24, 2013, 01:47:37 AM
yeah but thats what i mean sure you can have fleet wide bonus but you cant custom tailor it to your fleets composition

well it would also make sense for mining and other activities
in fact why not make a module to land atmospheric shuttles to allow ground invasions from troop carriers etc. it would give them some utility because right now they arent exactly desirable in your fleet

large mining ships would make decent makeshift flagships because they would probably be large and have quite a lot of space useful for other stuff than just mining
just swap out the mining equipment for command centers or something....this way it would also be possible to create different mining tools so even a miner could upgrade his ships for that purpose
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Pentakill on January 29, 2013, 08:08:05 PM
Alex it's been a month :(
I need my Starfar...sector fix!
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Sunfire on January 30, 2013, 01:11:45 PM
Alex it's been a month :(
I need my Starfar...sector fix!


If you hear nothing than stuff is happening!
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Pentakill on January 30, 2013, 06:30:22 PM
If you hear nothing than stuff is happening!

Well said, wish we got even a tiny progress report like once every week or two.
Even 5-10 lines of "this is what we're working on" would only take 5 minutes max and would give us lots to discuss :D
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: BillyRueben on January 30, 2013, 08:13:43 PM
Could we not bump the Announcement thread when nothing is being announced, please?
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: The Soldier on February 03, 2013, 02:25:08 PM
I'm slowly drifting away form SF. :P I miss anything?

And don't go wild on me, Billy.  It's not like this (old) thread has anything left to give us.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: hairrorist on February 04, 2013, 09:25:04 PM
I've got a bad feeling...

The sudden name change...
The withdrawal and lack of updates...
All the drugs.  All the booze.  All the wild nights with floozies.

Does Starfarer have a problem?
Starfarer, your family loves you.  Come back to us.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: K-64 on February 04, 2013, 09:41:56 PM
Or perhaps the next update has more fancies to be done before the patchnotes are started. All the patchnotes threads I've seen have had a good deal of stuff already done, and most of the subsequent updates to the notes being reported issues and small suggestions by players.

Also rather often are the threads being filled with "y u no patchnote?"
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Okim on February 05, 2013, 12:23:07 AM
Guys be patient. If there is a long time of silence - await something global to be released. Starsector has lots of global stuff to be added - outposts, new star systems, trade, admirals etc (those are the ones that Alex either mentioned here on forums or directly taken from the 'features not yet implemented' on the main page).

My bet is on simple trade and ability to build outposts (remember - we already have an 'industry' affinity option that says that its for outpost and trade. It was released empty probably as a hint of stuff getting to be released soon).
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Pelhamds on February 05, 2013, 01:20:55 AM
Guys be patient. If there is a long time of silence - await something global to be released. Starsector has lots of global stuff to be added - outposts, new star systems, trade, admirals etc (those are the ones that Alex either mentioned here on forums or directly taken from the 'features not yet implemented' on the main page).

My bet is on simple trade and ability to build outposts (remember - we already have an 'industry' affinity option that says that its for outpost and trade. It was released empty probably as a hint of stuff getting to be released soon).
I concur with Okim, people need to get their knickers untwisted and stop moaning about "y no update", we have enough information to digest as it is, so why keep being greedy and kill the cow (sorry for referring to Alex as a cow :))
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: The Soldier on February 05, 2013, 09:39:11 AM
Well, considering Alex said his computer had a "flux overload," that might be a problem. ;D It's fixed now, we can wait because we've got a blog post to enchant us all. :)
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Cycerin on February 18, 2013, 04:26:39 PM
My curiosity is still killing me, but it's sort of a long, drawn-out affair... I feel that some miracle could still save me.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Foxd1e on March 12, 2013, 05:55:54 PM
I can't wait for Trade to be implemented. That would add so much longevity to the game. I will prolly spend hours building up the biggest trader fleets with my Super Container Ships and buying low and selling high, those damn pirates better not try to feast on my Trade Fleet,  On another note Combat Readiness sounds really cool as well. I really dig the new Char screen tho, it makes Starsector feel even more like M&B in space. I love both games immensely. I can't wait for more campaign features. But no rush Alex, we all want to experience your vision in full non-buggy/rushed glory.

Also would like to see random events ala MoOII(Finding that super Planet, along with the Guardian! That was so awesome, and when those really evil dudes invade) and this forums very own Allegiance mod.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Blips on March 12, 2013, 08:45:13 PM
DAMN EVERYTHING. I thought the new patch notes were up.

>:(
Spoiler
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[close]
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Gothars on March 13, 2013, 03:38:12 AM
Don't spam smileys, please.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: EnderNerdcore on March 13, 2013, 09:53:54 AM
Gah! Can we lock this thread? I nearly had a heart attack seeing new posts in this forum before I realized it wasn't actually an announcement.
Title: Re: Starsector 0.54.1a (Released) Patch Notes
Post by: Alex on March 13, 2013, 11:18:10 AM
Good call - locked.

To people that almost had a second heart seeing me post here and expecting something more substantive: sorry! :)