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Author Topic: Starfarer 0.53a (Released) Patch Notes  (Read 370896 times)

Reshy

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #630 on: July 26, 2012, 07:13:32 PM »

I always thought VLRM stood for "Very Long Range Missile".  Guess I was wrong. ;D

Probably does, but it's first stage is like the pilum's but then it becomes a sabot-round I believe from what I see in the folders.  That gives it the range of a pilum with the accuracy of a sabot.
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Sweetraveparty

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #631 on: July 26, 2012, 09:40:49 PM »

This is going to be really awesome! Can't wait for this update  :D
Keep up the amazing work! :D
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Upgradecap

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #632 on: July 27, 2012, 02:09:47 AM »

I always thought VLRM stood for "Very Long Range Missile".  Guess I was wrong. ;D
And Gorgon looks like a multi-stage MIRV for some reason.

Like the thunder MIRV? :D
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Starlight

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #633 on: July 27, 2012, 08:30:37 AM »

Grief, this is all very exciting and I can't wait for it to be released.  These two months have been a painful wait.  Fortunately I've been distracted by Endless Space for the time being.  ^.^

Looking forwards to phase cloaking, I'm a little disappointed that it's no longer for the sake of invisibility - I was sort of planning a lot of my Jade Claw Cartel faction around that.  I'll think of something else to do with their Ship System slots though, I'm sure. z: )  Really looking forwards to seeing what modders get to play around with.  I can definitely understand the AI constraints.  In other games featuring cloaking, like Spaz, it seems that the AI has real trouble respecting your cloaked status and merely cuts it down to 'wont shoot at you until it's uncannily managed to get you in range.'

The alterations to the Tachyon Lance seem reasonable and I've even built one of my newer frigates around this new balance.  I definitely agree that any strategy that grants a 'definite wins' generally needs a downgrade to 'usually wins' (like any well-realised strategy.)   My only concern is self-interested.  My biggest gun is balanced against the Tachyon Laser.  The Firestorm does 800 dps for 800 fps and 30 OP, which I was pleased to have lower then the TL, but with only 500 range and the slowest traverse of any weapon, I figured it was reasonable.  If that sort of damage is too high, that's a rebalance nightmare for me.    Oh well.  I imagine that'll be the least of my troubles, come the Day of Patch.  z: )
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CrashToDesktop

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #634 on: July 27, 2012, 06:16:17 PM »

Two months is a painful wait. ;D
You'll find out when the patch comes out soon.
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Thaago

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #635 on: July 27, 2012, 06:50:45 PM »

Ooh, a combat freighter, interesting. Any chance we could get a screenshot?

And, what sort of new things did you add to the CampaignFleetAPI and FleetMemberAPI files? I'd love to know.

Working on the screenshot - reinstalling Photoshop as we speak so I can make it into a jpeg :)

CampaignFleetAPI:
Spoiler

   void setLocation(float x, float y);
   
   boolean isAlive();
   
   void addAssignment(FleetAssignment assignment, SectorEntityToken target, float maxDurationInDays);
   void addAssignment(FleetAssignment assignment, SectorEntityToken target, float maxDurationInDays, Script onCompletion);
   void clearAssignments();
   void setPreferredResupplyLocation(SectorEntityToken token);
   
   
   FactionAPI getFaction();
   Vector2f getVelocity();
   Vector2f getLocation();

   PersonAPI getCommander();
   List<FleetMemberAPI> getMembersListCopy();
   List<FleetMemberAPI> getCombatReadyMembersListCopy();
   FleetMemberAPI getFlagship();
   int getFleetPoints();
   boolean isPlayerFleet();
   void addFleetMember(FleetMemberAPI member);
   void removeFleetMember(FleetMemberAPI member);
   
   
   void setName(String name);
   float getTotalSupplyCostPerDay();
   int getNumCapitals();
   int getNumCruisers();
   int getNumDestroyers();
   int getNumFrigates();
   int getNumFighters();
   
   float getTravelSpeed();
[close]

FleetMemberAPI:
Spoiler

   PersonAPI getCaptain();
   void setCrewXPLevel(CargoAPI.CrewXPLevel crewXP);
   
   
   String getShipName();
   void setShipName(String name);
   
   String getSpecId();
   FleetMemberType getType();
   
   boolean isFlagship();
   
   int getNumFlightDecks();
   boolean isCarrier();
   boolean isCivilian();
   void setFlagship(boolean isFlagship);
   int getFleetPointCost();
   boolean isFighterWing();
   boolean isFrigate();
   boolean isDestroyer();
   boolean isCruiser();
   boolean isCapital();
   CargoAPI.CrewXPLevel getCrewXPLevel();
   float getFuelCapacity();
   float getCargoCapacity();
   float getMinCrew();
   float getNeededCrew();
   float getMaxCrew();
   float getFuelUse();
   float getHangarSpace();
   float getBaseValue();
[close]

Any requests?

Could we have a removeMothballedShip method for the cargo API? It would let us have modded AI fleets purchase ships from stations or otherwise regulate their inventories.
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Psiyon

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #636 on: July 27, 2012, 07:08:31 PM »

Could we have a removeMothballedShip method for the cargo API? It would let us have modded AI fleets purchase ships from stations or otherwise regulate their inventories.
I second this; it would certainly be useful in some situations.
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Alex

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #637 on: July 27, 2012, 07:38:40 PM »

Done.

As part of this, extracted:
Spoiler

List<FleetMemberAPI> getMembersListCopy();
List<FleetMemberAPI> getCombatReadyMembersListCopy();
int getFleetPoints();
void addFleetMember(FleetMemberAPI member);
void removeFleetMember(FleetMemberAPI member);
[close]
into a FleetDataAPI interface.

Added
FleetDataAPI CargoAPI.getMothballedShips()

and
FleetDataAPI CampaignFleetAPI.getFleetData()


This way, you can also look at what ships are currently mothballed. Retained (but @Deprecated) CargoAPI.addMothballedShip().
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Psiyon

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #638 on: July 27, 2012, 07:48:33 PM »

Awesome, thank you!
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Thaago

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #639 on: July 27, 2012, 08:08:55 PM »

Awesome, thanks very much!

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icepick37

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #640 on: July 27, 2012, 09:59:09 PM »

Were you planning on disclosing the phase hull's names before release?

Mostly wondering because I have no idea if I want to know yet or not. Knowing now is awesome b/c I want to know. But waiting is like a Christmas present.  :)

EDIT:
Spoiler
Wait, I just noticed the cruiser is called the Doom class according to the screenie in the blog post. I really dig that.  :D
[close]
« Last Edit: July 27, 2012, 10:03:42 PM by icepick37 »
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Avan

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #641 on: July 27, 2012, 11:23:39 PM »

Cool! more content!

Still eagerly awaiting the next version (at which point I will probably return to modding, but I have a stupidly massive to-do list, so...)

Faiter119

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #642 on: July 28, 2012, 02:31:09 AM »

Were you planning on disclosing the phase hull's names before release?

Mostly wondering because I have no idea if I want to know yet or not. Knowing now is awesome b/c I want to know. But waiting is like a Christmas present.  :)

EDIT:
Spoiler
Wait, I just noticed the cruiser is called the Doom class according to the screenie in the blog post. I really dig that.  :D
[close]

Alex has already disclosed the names -.- In the blog post i believe it was the Doom, Spectre and ... ... something i dont remember.
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icepick37

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #643 on: July 28, 2012, 07:29:26 AM »

I didn't see and you didn't quote it, so I don't believe you. :p
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naufrago

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #644 on: July 28, 2012, 08:23:46 AM »

I didn't see and you didn't quote it, so I don't believe you. :p

The quote from Alex is somewhere in the last 10-15 pages of this thread.
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