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Author Topic: Starfarer 0.52a (Released) - Patch Notes  (Read 317765 times)

superdreddie

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Re: Starfarer 0.52a (In Development) - Live Patch Notes
« Reply #30 on: March 27, 2012, 08:06:37 AM »

Be careful of adding too much detail in tooltips or summary screens - it may scare a new player. Maybe have an option "Show detailed information" or "Show stat breakdown" for the more advanced users?
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"Do not try to make difficult things possible, but make simple things simple." - David S. Platt on software design

Ishman

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Re: Starfarer 0.52a (In Development) - Live Patch Notes
« Reply #31 on: March 27, 2012, 10:37:33 AM »


Er, Alex said 2 posts above yours that ballistic weapons DON'T regenerate...

Modsssssssssssss
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RaveBomb

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Re: Starfarer 0.52a (In Development) - Live Patch Notes
« Reply #32 on: March 27, 2012, 11:01:34 AM »

This looks awesome.   Any ETA on release?
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intothewildblueyonder

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Re: Starfarer 0.52a (In Development) - Live Patch Notes
« Reply #33 on: March 27, 2012, 01:23:12 PM »

This looks awesome.   Any ETA on release?
Alex has given us his standard release schedule  :)
The release will be out on: SoonTM ;)

(Edit: and he's never been late :D)

p.s. you could just say that fighters/frigates don't benefit from nav buoys b/c the additional navigation information won't help them in any significant way (just in case it bothers anyone lore-wise)
« Last Edit: March 27, 2012, 01:26:29 PM by intothewildblueyonder »
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eirikrr

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Re: Starfarer 0.52a (In Development) - Live Patch Notes
« Reply #34 on: March 27, 2012, 01:29:07 PM »

looks awesome. Any clue on when the LVL system will be implemented? Anyways, I look forword to the changes :)
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intothewildblueyonder

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Re: Starfarer 0.52a (In Development) - Live Patch Notes
« Reply #35 on: March 27, 2012, 01:36:21 PM »

Will hull-mods ever be made so that you can have multiples of the same one (e.g. 2X advanced optics, [with limited returns])
or will there be any more modifications that are stepped, like flux vent and capacitors currently are.

May I also suggest a few more variant types for  each ship (looking around at the forums it would seem like a good idea to have some-sort of defensive/PD variant for some of the larger ships)
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51ppycup

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Re: Starfarer 0.52a (In Development) - Live Patch Notes
« Reply #36 on: March 27, 2012, 01:41:42 PM »

Someone should mod in an "Automated Ordnance Fabricator" hull mod -- costs a ton, but regenerates ballistic ammo and missiles at the expense of hull HP.  It cannibalizes ship mass to fabricate ammo, but won't do so until a weapon's magazine has been completely depleted.  ;D
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Thaago

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Re: Starfarer 0.52a (In Development) - Live Patch Notes
« Reply #37 on: March 27, 2012, 02:01:37 PM »

Hmm... this is probably already on the list of things to do that are hard, but I would love if the AI (on both sides) didn't know where every shipr was. Its perfectly fair, but means you can't really sneak units by the enemy to set up a flank or something.
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CrashToDesktop

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Re: Starfarer 0.52a (In Development) - Live Patch Notes
« Reply #38 on: March 27, 2012, 03:08:07 PM »

There seems to be enough updates to make a whole new version already.  Keep it going!
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intothewildblueyonder

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Re: Starfarer 0.52a (In Development) - Live Patch Notes
« Reply #39 on: March 27, 2012, 05:00:32 PM »

Hmm... this is probably already on the list of things to do that are hard, but I would love if the AI (on both sides) didn't know where every shipr was. Its perfectly fair, but means you can't really sneak units by the enemy to set up a flank or something.

there is a discussion about this here: http://fractalsoftworks.com/forum/index.php?topic=1410.0

but I think that this will have to be implemented in some form when phase-ships come in
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Zilerrezko

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Re: Starfarer 0.52a (In Development) - Live Patch Notes
« Reply #40 on: March 27, 2012, 05:54:54 PM »

Quote
Added ammo optional regeneration for weapons ("ammo/sec" in weapon_data.csv)

oooohhh,, so perfect  :'D
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Anysy

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Re: Starfarer 0.52a (In Development) - Live Patch Notes
« Reply #41 on: March 27, 2012, 06:57:45 PM »

Posting here mostly such that it shows up in my 'new replies' filter, and somewhat because I wanted to state my happyness about the charge system for energy PD, and the new logic - Hopefully it will go a long way towards making them incredibly useful
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craftomega

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Re: Starfarer 0.52a (In Development) - Live Patch Notes
« Reply #42 on: March 27, 2012, 08:52:17 PM »

How compatible will this be with current mods?
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Alex

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Re: Starfarer 0.52a (In Development) - Live Patch Notes
« Reply #43 on: March 27, 2012, 09:27:35 PM »

How compatible will this be with current mods?

Shouldn't break current mods. At least, none of the changes so far should.
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YAZF

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Re: Starfarer 0.52a (In Development) - Live Patch Notes
« Reply #44 on: March 27, 2012, 10:18:09 PM »


but I think that this will have to be implemented in some form when phase-ships come in

Uuuugh Don't even mention phase ships. I want them so badly! I'm having a hard enough time waiting patiently for new content and updates as it is. XD I know development takes time but I wants it all noooow!
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Dear Alex,
There should be a battlestation/star fortress fight in the main menu mission mode.  :)
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