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Author Topic: Starfarer 0.54a (Released) Patch Notes  (Read 311223 times)

xenoargh

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #135 on: September 22, 2012, 08:38:23 PM »

Quote
Yep, that's already there (the "Navigation" skill uses it).
Wonderful; I can't wait to upgrade my skills to the point where my Evil Pirate Fleet can actually catch those pesky Indies as they flit back and forth with their tempting cargoes of Duranium :)
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Alex

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #136 on: September 23, 2012, 08:28:53 AM »

However, I wouldn't mind it if some hull mods didn't have downsides because they're a bit weaker or only useful in certain situations.

Well, most mods do not in fact have downsides :)


Anyways, will skills be moddable?

Yep.

As always great work, now here comes me being greedy, blame human nature!

Could you add Station (battles) in this patch or a small one after this one, with that and maybe mining would pretty much closed any work needed in system wise, opening the new work on the galaxy map (multiple solar systems).

I don't think that's the order things are going to go in - I'd like to more firmly establish the role stations play in the game first. Right now they just kind of magically exist.
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Psycho Society

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #137 on: September 23, 2012, 01:38:04 PM »

Yeah. Character development is neat and all, but I'm dying to see what happens when factions and fleets can interact in a meaningful way.
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icepick37

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #138 on: September 23, 2012, 03:46:48 PM »

All in good time.
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hydremajor

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #139 on: September 23, 2012, 10:44:35 PM »

I don't think that's the order things are going to go in - I'd like to more firmly establish the role stations play in the game first. Right now they just kind of magically exist.

What I can see happen is that the whole "multiple systems" thing will be implemented last

Hence, right after its in the "filling", so to speak, of the game could start

Right now I'm expecting Space stations to have multiple variants

Mining stations

Refinerie station

Trade stations

Harvest station

and

Occupation station (wich would require destroyable space stations in the first place)

What I mean is, you don't do the mining yourself, you just toss a space station near an asteroid belt and on a daily basis it produces stuff you then take this stuff to another place for it to convert it into supplies/weapons/ships, wich in turn you can put in your other stations for them to be sold...Or just use'em yourself...
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xanderh

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #140 on: September 24, 2012, 03:30:45 AM »

What I mean is, you don't do the mining yourself, you just toss a space station near an asteroid belt and on a daily basis it produces stuff you then take this stuff to another place for it to convert it into supplies/weapons/ships, wich in turn you can put in your other stations for them to be sold...Or just use'em yourself...

I'd actually like to do the mining myself, in the style of SPAZ, but slightly different.

You outfit a ship (like the venture) with one or more mining blasters, or other similar weapons, and shoot the asteroids. This should break them apart in smaller pieces, which can then be collected with tractor beams, and packaged so it will fit in freighters. You can have specialised tractor ships and packaging ships, making the process faster and better. You can of course also have fleets that automatically do this, if you don't want to do this yourself.

And if you don't like the idea of tractor beams, due to it being pretty unrealistic, you can always substitute it with "mover" drones. They are basically drones with large engines and grappling hooks, attaching themselves to asteroids, and moving them towards and into the freighters.

A good way of showing how the ores are stored in the freighters would be animated ship parts. On ships like the buffalo, the sides or other parts could open up, exposing the cargohold. The atlas is a different beast, as it has a tonne of small cargo containers on the outside of the hull. These could be animated as well, by only appearing when items are moved into it. These animations should only appear when you're mining in an area with no enemy ships, as it would endanger the ships too much with exposed cargoholds. This would also help diminish the effects on performance, as only relevant ships are on screen, along with only a couple of projectiles.

Of course, I don't know how hard it would be to animate sections of the hull, but I imagine it could possibly be done with fake built-in weapon mounts, as these can already be animated.



If requested, I will move this post into the suggestions forum, so it can be properly discussed. I will cross-link, so nothing will be lost when discussing.



EDIT: new thread posted here-> http://fractalsoftworks.com/forum/index.php?topic=4436.0, please discuss it there.
« Last Edit: September 24, 2012, 11:41:31 PM by xanderh »
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rex

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #141 on: September 24, 2012, 06:06:17 PM »

Yeah, that sounds like a whole lot of work with little reward.  I'm much rather have a C&C-ish, build a factory, queue up a dozen ships capable of mining, and point them in the direction of the nearest asteroid belt. Personally I have zero interest in micromanaging resource gathering. Particularly not middle/late game, when I would much rather be building up a nice steam roller for conquering systems and expanding my empire.

If possible, I'd like to play at the embodiment of an Aggressive Hegemonising Swarm.
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The Soldier

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #142 on: September 24, 2012, 06:13:00 PM »

I'm more of a micro-person, I like to plot my invasion, make everything perfect, and watch with satisfaction how my epic plan moves out. :)

But I think this should go to another, seperate, topic if it goes on.  A nice discussion, shouldn't see it go to waste.
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xanderh

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #143 on: September 24, 2012, 11:27:06 PM »

welcome to the forum, Rex. That's the first time I've got someone to make a reply to a post of mine with their first post ever :)

Just to quickly elaborate before I post another thread:
I'm pretty sure I said somewhere in that post, that you could have other fleets specialised to do this, instead of doing it yourself.
I like doing this kind of stuff, as I find it relaxing, but I see how some people would find it boring. That is why I think it should be optional (unlike SPAZ, where it was mandatory if you screwed up), but personally, I think it's a good way to enable players to have a career as a miner, which was stated as a future feature on the home page.

And please, don't continue this discussion in this thread, I will post another thread in the suggestions forum, and edit my posts with a link. I will keep the content, though.



new thread here -> http://fractalsoftworks.com/forum/index.php?topic=4436.0, please discuss there.
« Last Edit: September 24, 2012, 11:43:14 PM by xanderh »
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silentstormpt

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #144 on: September 25, 2012, 05:07:32 AM »

OK, this request is a for modding only, you know that HIDDEN weapons fire from the weapon position from the top of the ship, well some mods like total conversions have ships with weapons Below the ship, id like to ask would be have 2 types of HIDDEN weapons, the HIDDEN_UNDER, would make the actual weapon fire under the hull, this is specially important on the Star Trek mod where alot of weaponry is under the hull.
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Alex

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #145 on: September 25, 2012, 08:17:30 AM »

OK, this request is a for modding only, you know that HIDDEN weapons fire from the weapon position from the top of the ship, well some mods like total conversions have ships with weapons Below the ship, id like to ask would be have 2 types of HIDDEN weapons, the HIDDEN_UNDER, would make the actual weapon fire under the hull, this is specially important on the Star Trek mod where alot of weaponry is under the hull.

This has come up quite a few times in the suggestions forum :) I can't seem to find my reply, but it basically boils down to this: no, due to some subtle and not-so-subtle rendering order problems it would introduce.
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DJ Die

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #146 on: September 25, 2012, 09:08:00 AM »

well wouldnt it be possible to create invisible barrel that ends with the end of the ships hull? at least that should work for hardpoints basically the projectile would leave the barrel at the end of the ship without showing inside of it....
that said ive never tried to mod starfarer so i have no idea how exactly rendering of hidden weapons works
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WKOB

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #147 on: September 25, 2012, 09:09:00 AM »

That's my solution, DJ.
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DJ Die

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #148 on: September 25, 2012, 12:36:04 PM »

That's my solution, DJ.
oh sorry didnt know anyone is using that it was just an idea based on the description of the problem  ;)
i dont play with mods so i couldnt have known  ;D
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WKOB

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #149 on: September 26, 2012, 07:09:29 AM »

Er, I wasn't saying you stole the idea or anything like that, just concurring with you.
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