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Author Topic: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)  (Read 420529 times)

xenoargh

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 16) (TC Mod)
« Reply #645 on: April 05, 2014, 12:46:23 PM »

Looks great :)

Anyhow, it's got engines and stuff now, but I still haven't given it a role, other than being ridiculously hard to approach by small stuff:



Which it is. 

I took away all the Cruisers in The Last Hurrah and gave players one of these as a replacement and tried out flying beside it in a Conquest.  It's a pretty intense experience; Frigates, fighters and missiles just kind of evaporate around it, letting you deal with the big stuff.  It can't really handle Onslaughts and suchlike solo very well, but it's much less of a fragile wallflower than a Mantabee or Astral (of course, this comes with a catch- it only has two decks).
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dmaiski

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 16) (TC Mod)
« Reply #646 on: April 05, 2014, 05:20:42 PM »



are those carrier bays? i thought they were engines or carrier bays soo...

also when is next release?
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xenoargh

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 16) (TC Mod)
« Reply #647 on: April 05, 2014, 06:15:03 PM »

Yeah, those will be bays, I think. 

Release?

Pretty soon, I think; maybe a day or two.  I have plenty of time tonight and nothing super-important on my plate until Monday, for once, and I want to get this done and out there for people to play. 

Still need to finish up working on the Transporter Ray, making the Repair weapon look good (it functions well, but it's not exactly polished visually) and maybe I'll get around to coding the Station Assault battles... properly, rather than the yucky hackish way it is now :)
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Aklyon

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 16) (TC Mod)
« Reply #648 on: April 06, 2014, 10:33:16 AM »

Well, I've got to say, this is interesting. Though I'm not quite sure if I'll be able to try other sides, the starting ship for the Glagh seems to be far and away the most durable, despite no shielding.
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Roddy Mcrizzle

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 16) (TC Mod)
« Reply #649 on: April 06, 2014, 02:32:40 PM »

Maybe I'm missing something in this Mod, but it seems to me the vast majority of the ships I encounter are SOOO long ranged I can't even see them to hit them.
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xenoargh

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 16) (TC Mod)
« Reply #650 on: April 06, 2014, 03:45:54 PM »

The Glaug are currently a bit OP, that's certain; it's one of the things that's getting fixed in this next build; I buffed up their Armor Regeneration a bit too much :)

Quote
Maybe I'm missing something in this Mod, but it seems to me the vast majority of the ships I encounter are SOOO long ranged I can't even see them to hit them.
Zoom out; the mod's designed to be played at maximum zoom.  That said, getting hit from things that you cannot observe yet is pretty normal for the mod; ships with High Energy Focus can and will shoot you from distances where you can't even see them on the radar yet.  Just part of the game, but you usually won't meet them until later in a game :)
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dmaiski

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 16) (TC Mod)
« Reply #651 on: April 07, 2014, 07:22:30 AM »

i actualy like that beam boats have monster range in vaccum, but being able to zoom out more would bve nice... there must be some way to hack the zoom range
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Aklyon

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 16) (TC Mod)
« Reply #652 on: April 07, 2014, 08:14:30 AM »

i actualy like that beam boats have monster range in vaccum, but being able to zoom out more would bve nice... there must be some way to hack the zoom range
Well, you can always switch to looking at your enemy instead, assuming you have one targetted.
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Nanao-kun

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 16) (TC Mod)
« Reply #653 on: April 07, 2014, 12:27:28 PM »

i actualy like that beam boats have monster range in vaccum, but being able to zoom out more would bve nice... there must be some way to hack the zoom range
Well, you can always switch to looking at your enemy instead, assuming you have one targetted.
That leaves you vulnerable to the enemy though, especially missiles.
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xenoargh

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 16) (TC Mod)
« Reply #654 on: April 07, 2014, 12:55:15 PM »

 
Quote
there must be some way to hack the zoom range
Set devmode to true in settings.json (the one in starsector-core, not the mod one).  Then zoom is unlimited.  This is something Alex is going to address for mods in the next patch, too :)
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xenoargh

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 16) (TC Mod)
« Reply #655 on: April 07, 2014, 03:10:33 PM »

Finally, finally made a halfway-decent Burn Drive AI.  No more ships constantly flying in erratic annoying patterns, yay.

Also, Needlers are back to being very effective anti-missile weapons (without a corresponding buff to overall damage).

Haven't done the rewrite of the battle system stuff so that Epic Battles are supported more properly, and I haven't re-organized the Hull Mods or finished organizing the ships by factions... I'm thinking maybe I should get all that done before I call this build finished.
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xenoargh

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 16) (TC Mod)
« Reply #656 on: April 07, 2014, 08:47:33 PM »

The Pirate Kings have a new space-superiority fighter, the Claw:

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Nanao-kun

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 16) (TC Mod)
« Reply #657 on: April 07, 2014, 08:54:52 PM »

The Pirate Kings have a new space-superiority fighter, the Claw:


"IT'S CLAWING INTO MY HUUUUUUUULL!!!"  :P
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xenoargh

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 16) (TC Mod)
« Reply #658 on: April 07, 2014, 09:39:00 PM »

Yeah.  I was just going to call it the "Super Talon", since that's basically what it is, but that seemed boring.

That, and one of the unused fighter graphics that comes with the game is called a claw... although it's obviously meant to be TT design.
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xenoargh

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 16) (TC Mod)
« Reply #659 on: April 08, 2014, 01:41:00 AM »

Well, I think I've fixed the last great memory thing.

Apparently, in long-term games with big universes, cargo manifests for Stations (in particular, ships in cargo) were eating a lot of memory in big games.  So I wrote a culler routine that auto-populates cargo when you change Systems. 

It was that easy to remove 150-200MB in long-term memory growth (probably got worse than that if you waited a game-year or so, but I just tested a month with the maximum size of 25 Systems).

I think that the current upper limit on Systems is probably way more than most people will want to play out, so... I guess now even people on fairly weak laptops can play with a big Sector size, if they want to.  Woohoo!  That kind of encourages me to think about adding more weird stellar... things.
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