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Author Topic: Starfarer 0.53a (Released) Patch Notes  (Read 368087 times)

stardidi

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Re: Starfarer 0.53a (Released) Patch Notes
« Reply #840 on: August 07, 2012, 08:29:12 AM »


Still won't work even after clearing my cache (Firefox and Chrome) :(

Any chance of an alternative download link? lol

Try this. Again, where are you located? That would help to know if this comes up again. (If you don't want to share that information, feel free to say so.)
The Philippines.


Tsssk, Tsssk Alex. You should really pay attention to your own forum :P
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Alex

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Re: Starfarer 0.53a (Released) Patch Notes
« Reply #841 on: August 07, 2012, 08:30:41 AM »

Gah! Totally missed that, ty.
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arwan

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Re: Starfarer 0.53a (Released) Patch Notes
« Reply #842 on: August 07, 2012, 04:12:28 PM »

lol i would let Alex have this one.. he does work hard you know... you do work hard don't you Alex.
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Alex
You won't be able to refit fighters and bombers at all. They're designed/balanced around having a particular set of weapons and would be very broken if you could change it. Which ones you pick for your fleet -out of quite a few that are available- is the choice here, not how they're outfitted.

keptin

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Re: Starfarer 0.53a (Released) Patch Notes
« Reply #843 on: August 07, 2012, 10:25:47 PM »

Alex, do you have any ideas on how to assign the system AI for a mod system that's essentially a weapon.  For example, I have a system that fires lasers from the ship, but the AI has no idea how to use it.  My aiType is set to "Flare", but is that for the enemy AI?

Anysy

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Re: Starfarer 0.53a (Released) Patch Notes
« Reply #844 on: August 07, 2012, 10:48:45 PM »

If I had to guess, set it to the EMP type? They seem to love using that..
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keptin

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Re: Starfarer 0.53a (Released) Patch Notes
« Reply #845 on: August 08, 2012, 01:08:24 AM »

Yeah, I tried that.  Unfortunately, it caused a crash error.   :(

http://fractalsoftworks.com/forum/index.php?topic=1799.msg56795#msg56795

Alex

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Re: Starfarer 0.53a (Released) Patch Notes
« Reply #846 on: August 08, 2012, 06:02:45 PM »

Alex, do you have any ideas on how to assign the system AI for a mod system that's essentially a weapon.  For example, I have a system that fires lasers from the ship, but the AI has no idea how to use it.  My aiType is set to "Flare", but is that for the enemy AI?

The only one that'd work is the flare one, yeah - and it obviously wouldn't work right unless that weapon was perhaps some sort of flak cannon. Adding a solid weapon-use AI for systems is actually quite a bit of work. I'll take another look at it, but doing weapons that way doesn't really fit in with the overall plan. I've also got looking at adding proper hull-specific weapons on the todo somewhere, so if anything happens, it's more likely to on that front.
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keptin

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Re: Starfarer 0.53a (Released) Patch Notes
« Reply #847 on: August 08, 2012, 07:13:02 PM »

hull-specific weapons

That's exactly what I was trying to get at with system-weapons.  Since systems are hull-specific, I can give certain hulls powerful and interesting weapons that I couldn't balance otherwise and compensate by giving the hull less flux capacity or limit its use.

Thanks for the quick response, btw  :)

Griffinhart

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Re: Starfarer 0.53a (Released) Patch Notes
« Reply #848 on: August 08, 2012, 07:47:05 PM »

(let's be kind to me and call it a "creative use of an existing, unused field for binary flags" - rather than an "awful hack")
Hell, I would. At least you're not increasing bloat by adding in yet another data member, right?

(...he says, as though an additional boolean would be particularly bloatsome in a PC game.)

-- Griffinhart
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naufrago

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Re: Starfarer 0.53a (Released) Patch Notes
« Reply #849 on: August 08, 2012, 08:30:22 PM »

(let's be kind to me and call it a "creative use of an existing, unused field for binary flags" - rather than an "awful hack")
Hell, I would. At least you're not increasing bloat by adding in yet another data member, right?

(...he says, as though an additional boolean would be particularly bloatsome in a PC game.)

-- Griffinhart

Who knows, if he ever decides to port it to iOs or Android for some reason, it would help a bit ;D
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Griffinhart

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Re: Starfarer 0.53a (Released) Patch Notes
« Reply #850 on: August 08, 2012, 10:33:57 PM »

Touch interface for Starfarer would be atrocious. I would know; I tried it!

(It works... slightly better with a stylus, but only if your touch interface is capacitive and you have a capacitive stylus to accompany it.)

-- Griffinhart
« Last Edit: August 08, 2012, 10:35:42 PM by Griffinhart »
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hadesian

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Re: Starfarer 0.53a (Released) Patch Notes
« Reply #851 on: August 09, 2012, 09:26:22 AM »

Touch interface for Starfarer would be atrocious. I would know; I tried it!

(It works... slightly better with a stylus, but only if your touch interface is capacitive and you have a capacitive stylus to accompany it.)

-- Griffinhart
That's because the interface isn't built for touch...
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Tyrant

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Re: Starfarer 0.53a (Released) Patch Notes
« Reply #852 on: August 15, 2012, 07:44:48 AM »

Ah, there! Works now, thank you Alex :)
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CrashToDesktop

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Re: Starfarer 0.53a (Released) Patch Notes
« Reply #853 on: August 15, 2012, 07:52:12 AM »

A bit late on the draw, no? ;D
0.53.1a already in the works.
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