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Author Topic: Starfarer 0.54a (Released) Patch Notes  (Read 307262 times)

arcibalde

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #540 on: November 23, 2012, 12:40:44 PM »

DANG Alex, skills are so good I do not know what to choose  :P

An at beginning when you chose your "history", why you didn't put what skills that will unlock?
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Alex

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #541 on: November 23, 2012, 12:56:28 PM »

Thanks, guys :) This makes me happy.

An at beginning when you chose your "history", why you didn't put what skills that will unlock?

Didn't want it to feel so min-max focused.

Hot tip: picking the "something else" options will let you spend *all* the points as you see fit, but start you off in a shuttle or a hound.
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Thaago

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #542 on: November 23, 2012, 12:57:18 PM »

Muahahaha this is awesome. Keep up the great work Alex!
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arcibalde

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #543 on: November 23, 2012, 12:58:26 PM »

Hot tip: picking the "something else" options will let you spend *all* the points as you see fit, but start you off in a shuttle or a hound.
Yeah, got that after 3x time going Did something Else  :P

I got Q:
Mechanical Engineering and Computer System skills and Technology aptitude have +% on ordinance points. Does that bonuses stack up?
« Last Edit: November 23, 2012, 01:01:02 PM by arcibalde »
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Alex

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #544 on: November 23, 2012, 01:05:17 PM »

I got Q:
Mechanical Engineering and Computer System skills and Technology aptitude have +% on ordinance points. Does that bonuses stack up?

Yep. The "Technology" aptitude itself also has a % bonus to OP, btw.

Muahahaha this is awesome. Keep up the great work Alex!

:)


In other news: apparently, the tutorials all crash. Hotfix soon.
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arcibalde

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #545 on: November 23, 2012, 01:16:04 PM »

I got Q:
Mechanical Engineering and Computer System skills and Technology aptitude have +% on ordinance points. Does that bonuses stack up?
Yep. The "Technology" aptitude itself also has a % bonus to OP, btw.
That's why i did write Technology aptitude  :D. Awesome, tnx Alex.
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Alex

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #546 on: November 23, 2012, 01:18:11 PM »

Durr. Sorry about that, was distracted by this tutorial business.
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DJ Die

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #547 on: November 23, 2012, 01:25:59 PM »

great job alex thanks for making me spend 10 bucks in a meaningful was instead of wasting it on beer or some bad game ;D
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The Soldier

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #548 on: November 23, 2012, 01:27:06 PM »

Will industry be started once politics and outposts come into play?  I want my asteroid monopoly! :)
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BillyRueben

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #549 on: November 23, 2012, 01:30:14 PM »

Crap. Now I have to choose between playing Starfarer or XCOM. Will probably balance between the two. Tune in next week to find out what happens.
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ArkAngel

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #551 on: November 23, 2012, 01:33:23 PM »

Ah man I have to wait another day my computer comes back tomorrow. :'(
Gasp I just paid my sister 3 dollars to use her computer for starfarer it looks so awesome!
« Last Edit: November 23, 2012, 01:41:26 PM by ArkAngel »
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xenoargh

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #552 on: November 23, 2012, 01:33:50 PM »

Mod seems to load all right out of the box, yay.  Now I've just got to figure out how to customize what ships people can start with and other things, hehe :)

I also guess I need to read through the notes about what CARRIER/CIVILIAN do in the CSV (I presume those are AI hints), same with any weapon changes.
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The Soldier

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #553 on: November 23, 2012, 01:35:31 PM »

Time to get to work!
Let's see what these two mad scientists (Verrrius + LazyWizard) can do!  I look forward to your creations. :D
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billi999

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #554 on: November 23, 2012, 01:42:30 PM »

Mod seems to load all right out of the box, yay.  Now I've just got to figure out how to customize what ships people can start with and other things, hehe :)

I also guess I need to read through the notes about what CARRIER/CIVILIAN do in the CSV (I presume those are AI hints), same with any weapon changes.

I believe the changes are that ships no longer "assume" to be civilian or carrier type ships, so they're now user-defined properties of the ships. The reason for this, if I remember rightly, is that some mod ships behaved like civilian or carrier ships even though they were just poorly armed or happened to have a flight deck but were still combat-worthy respectively.
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