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Author Topic: Starfarer 0.53.1a (Released) Patch Notes  (Read 134244 times)

K-64

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Re: Starfarer 0.53.1a (In Development) Patch Notes
« Reply #165 on: August 14, 2012, 04:39:39 PM »

I was. Mostly built-in large though. Since, as you said, it would be a problem for fighters. Though I figured if it was mounted on a capital ship designed to house such a weapon, the issue would be less apparent. I mean, yeah, you will still have the nasty-powerful weapon that's rather accurate, but that's a problem you face when charging an Onslaught head-on.

Well, okay, the Onslaught has more than one gun, but the effect is much the same, I think
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Sendrien

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Re: Starfarer 0.53.1a (In Development) Patch Notes
« Reply #166 on: August 14, 2012, 06:46:45 PM »

Is anyone else having the problem that Heavy Burst Lasers are not for sale on any station? (And particularly not at Corporate HQ)
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naufrago

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Re: Starfarer 0.53.1a (In Development) Patch Notes
« Reply #167 on: August 14, 2012, 07:24:50 PM »

Is anyone else having the problem that Heavy Burst Lasers are not for sale on any station? (And particularly not at Corporate HQ)

Heavy Bursts aren't a guaranteed item to be delivered for any of the supply fleets. Like many items, it's completely random when and where you'll find one at a station.

The only ships that equip Heavy bursts by default are the Conquest and one variant of the Vigilance. The Conquest rarely spawns in independent fleets, and I'm not sure what the spawn rate of Vigilances are. Your best bet is to be patient and visit the various stations after supply fleets arrive, or modify the data files to add heavy burst pd to the delivery tables.
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Sendrien

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Re: Starfarer 0.53.1a (In Development) Patch Notes
« Reply #168 on: August 14, 2012, 10:40:21 PM »

Found a typo in the mission description for Random Battle - "Helm the a capital ship..."
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Okim

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Re: Starfarer 0.53.1a (In Development) Patch Notes
« Reply #169 on: August 14, 2012, 11:22:43 PM »

Loving the BUILT_IN weapons addition as well as terminator drones (though these are OP IMHO).

I assume that built_in weapons are never get 'sabotaged/destroyed' and ships will retain them in any circumstances when salvaged?

Alex

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Re: Starfarer 0.53.1a (In Development) Patch Notes
« Reply #170 on: August 15, 2012, 10:01:02 AM »

I was. Mostly built-in large though. Since, as you said, it would be a problem for fighters. Though I figured if it was mounted on a capital ship designed to house such a weapon, the issue would be less apparent. I mean, yeah, you will still have the nasty-powerful weapon that's rather accurate, but that's a problem you face when charging an Onslaught head-on.

Well, okay, the Onslaught has more than one gun, but the effect is much the same, I think

Ah, gotcha. We'll see - what built-in weapons end up on what is largely in David's hands :)


Found a typo in the mission description for Random Battle - "Helm the a capital ship..."

Thank you - fixed that up.

Loving the BUILT_IN weapons addition as well as terminator drones (though these are OP IMHO).

Probably are, enjoy them for now :)

I assume that built_in weapons are never get 'sabotaged/destroyed' and ships will retain them in any circumstances when salvaged?

Correct. No way to get them off the ship or onto another ship, short of possible bugs.
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The Soldier

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Re: Starfarer 0.53.1a (In Development) Patch Notes
« Reply #171 on: August 15, 2012, 10:09:45 AM »

Is is possible to disable a built-in weapon in battle with enough damage/EMP?
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Alex

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Re: Starfarer 0.53.1a (In Development) Patch Notes
« Reply #172 on: August 15, 2012, 10:16:44 AM »

Is is possible to disable a built-in weapon in battle with enough damage/EMP?

Same as other weapons: no if hidden, yes if turret/hardpoint. So for the Onslaught's TPCs, yes.
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Reshy

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Re: Starfarer 0.53.1a (In Development) Patch Notes
« Reply #173 on: August 15, 2012, 11:14:31 AM »

Can there be an 'Indestructible' parameter for weapons and engines for modding purposes?
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Avan

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Re: Starfarer 0.53.1a (In Development) Patch Notes
« Reply #174 on: August 15, 2012, 02:07:26 PM »

Oh yay! built-in weapond  ;D

Just in time too, as one of the new ships I'm working on (coming slowly, got a lot of RL stuff going on simultaneously too...) will have one

Xareh

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Re: Starfarer 0.53.1a (In Development) Patch Notes
« Reply #175 on: August 15, 2012, 02:21:26 PM »

Oh yay! built-in weapond  ;D

Just in time too, as one of the new ships I'm working on (coming slowly, got a lot of RL stuff going on simultaneously too...) will have one
holy crap
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Upgradecap

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Re: Starfarer 0.53.1a (In Development) Patch Notes
« Reply #176 on: August 15, 2012, 02:23:43 PM »

Oh yay! built-in weapond  ;D

Just in time too, as one of the new ships I'm working on (coming slowly, got a lot of RL stuff going on simultaneously too...) will have one
holy crap
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Wut? How is this even possible? Woah.
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Faiter119

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Re: Starfarer 0.53.1a (In Development) Patch Notes
« Reply #177 on: August 15, 2012, 02:32:01 PM »

Oh yay! built-in weapond  ;D

Just in time too, as one of the new ships I'm working on (coming slowly, got a lot of RL stuff going on simultaneously too...) will have one

NEVER POST ANYTHING AGAIN EVER!
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K-64

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Re: Starfarer 0.53.1a (In Development) Patch Notes
« Reply #178 on: August 15, 2012, 02:34:46 PM »

Don't worry, I have it immortalised
Spoiler
[close]

Aaaaaanyway... How 'bout them built-in weapons, eh?
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The Soldier

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Re: Starfarer 0.53.1a (In Development) Patch Notes
« Reply #179 on: August 15, 2012, 02:40:48 PM »

Well, that's...new.  He's got around 1300 posts, in between me and avan.  Oh well, he's just special like that. :D
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Quote from: Trylobot
I am officially an epoch.
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Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.
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