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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Author Topic: Starsector 0.9a (Released) Patch Notes  (Read 224744 times)

SCC

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #1290 on: January 16, 2019, 01:24:15 PM »

What was the rationale behind making battlefield sides less pushy? I remember that before it was much more aggressive about keeping ships in the playing field.

Alex

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #1291 on: January 16, 2019, 01:58:45 PM »

What was the rationale behind making battlefield sides less pushy? I remember that before it was much more aggressive about keeping ships in the playing field.

I don't remember, but I've also made them more pushy since the .9 release :)
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Megas

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #1292 on: January 16, 2019, 02:00:18 PM »

Probably to stop player from camping at corner with Onslaught then kill all enemies with no way for them to flank or surround player-controlled Onslaught.  Probably to mitigate cheese the player can do to AI with the corner or walls.
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Originem

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #1293 on: January 28, 2019, 03:01:50 AM »

seems tag_data.json doesn't work ???
Code
{
"originemMission":{
"name":"????"(Chinese character),
"color":[150,50,255,255],
"width":119,
"putFirst":true,
"sort":45,
},
}

Code
    @Override
    public Set<String> getIntelTags(SectorMapAPI map) {
        Set<String> tags = super.getIntelTags(map);
        tags.add("originemMission");
        tags.add("immortallight");
        return tags;
    }



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My mods


Alex

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #1294 on: January 28, 2019, 09:40:27 AM »

seems tag_data.json doesn't work ???
Code
{
"originemMission":{
"name":"????"(Chinese character),
"color":[150,50,255,255],
"width":119,
"putFirst":true,
"sort":45,
},
}

Code
    @Override
    public Set<String> getIntelTags(SectorMapAPI map) {
        Set<String> tags = super.getIntelTags(map);
        tags.add("originemMission");
        tags.add("immortallight");
        return tags;
    }

Oh, oops - it was not reading the "name" field from the file at all; fixed!
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xenoargh

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #1295 on: January 29, 2019, 11:16:43 AM »

Any idea when we'll see 0.9.1?  I was hoping to be able to do a full review and release of the things I've got sitting on my computer at some point :)  Been busy working on a game of my own and a bunch of other stuff has been going on IRL, so I haven't been paying much attention these last two months, so I apologize if it's right around the corner, etc.
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Alex

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #1296 on: January 29, 2019, 11:37:45 AM »

Soon(tm) - making good progress and all that, just a lot of stuff. Might actually post up some patch notes in the near future!
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xenoargh

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #1297 on: January 29, 2019, 11:39:21 AM »

No problemo!  Sorry I haven't given much feedback lately, just been busy :)
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Igncom1

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #1298 on: February 04, 2019, 03:50:48 AM »

I think this might be a spoiler, but I have to ask:

Spoiler
What is the deal with the cryosleeper ship? It was protected by a drone battleship that I have never seen before which was awesome! And it say's it'll give me a bonus to pop growth with some vague warning about side effects? It is a good thing to colonise around?
[close]

But it could be a mod thing, so I dunno.
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Megas

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #1299 on: February 04, 2019, 05:49:50 AM »

Sleeper ship and the Guardian can appear in a no-mod game.  All it does is unlock cryo-revival industry for population boost for that planet only.  Sort of like Aquaculture for food on water worlds.  Aside from that, it does not make the planet any better for colonization.  If the sleeper ship spawns next to a crappy planet (with 200+ hazard), it is still a bad planet to colonize.

Player does not need sleeper ship when max growth incentizes provide a gigantic chunk of growth.
« Last Edit: February 04, 2019, 05:59:32 AM by Megas »
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JP

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #1300 on: February 28, 2019, 01:43:21 AM »

I first learned about Starfarersector through Totalbiscuit's coverage all those years ago. (May he rest in peace.)
Since then i have been reading dev blogs entries, patiently waiting for the colonizing feature.

Now that it arrived, i am blown away. All the wait was worth it. This is amazing.

Thank you so much for your passion, dedication and continuous work, Alex and David!
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