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Author Topic: Starfarer 0.54a (Released) Patch Notes  (Read 365013 times)

Blips

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #495 on: November 19, 2012, 08:27:51 PM »

Nice, so I can only guess that the new version will be releasing sometime this week?
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xenoargh

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #496 on: November 19, 2012, 08:33:28 PM »

I'm drooling already  ;D

I don't suppose "spawn missiles and other projectiles" means there's going to be a general method to hook into the detonation of projectiles via code?
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VerifiedN

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #497 on: November 19, 2012, 08:36:45 PM »

Updated with some modding-focused changes. Likely to be the last update prior to the release.


That is all.
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DJ Die

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #498 on: November 19, 2012, 10:59:17 PM »

Winning battle without losses and serious damage is already reward of its own,  no need to add any special bonuses atop of it. The best system is to give more rewards with more risk but avoid save scumming to get more with each battle. Maybe reward players for not saving too often?
uh and why would you do this in a SP game? i mean there is no reason to do this....if you want to suffer consequences of one horrible decision by AI sure then just dont load save....others might not feel it that way ;)
SP games need to be balanced just as much as MP games do. Games should also give players rewards for sticking with the consequences of their actions rather than just redoing everything constantly until you get a favorable outcome.
in fact no, SP games require completely different set of balancing than MP games...
it depends on the person really.....if you dont want to be "saves scumming" (imho its pretty ridiculous term) then dont do it ;) also what does completely losing the battle, even though it wasnt even your fault, give you?
i just think there should be more than one save slot because not all of us want to replay several hours of gameplay just because of some RNG quirk or better yet an unforeseen bug - no offense mean here alex but it can and probably will happen with the campaign introduction
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Okim

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #499 on: November 20, 2012, 01:29:15 AM »

Quote
Total conversions can now...

Hurrray!

Erick Doe

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #500 on: November 20, 2012, 05:55:06 AM »

Quote
Total conversions can now...

Hurrray!

Added data/config/title_screen_variants.csv to specify which ships show up on the title screen

No more vanilla ships cruising through total conversions.  :D
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CrashToDesktop

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #501 on: November 20, 2012, 11:44:04 AM »

Oh good, I never noticed that bit, Erick.  I love this update! :D
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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #502 on: November 20, 2012, 12:03:35 PM »

Thanks, guys :)


I'm drooling already  ;D

I don't suppose "spawn missiles and other projectiles" means there's going to be a general method to hook into the detonation of projectiles via code?

I'm looking at that. Not a big fan of notification callbacks, but may be necessary in this case. No promises, etc etc.
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xenoargh

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #503 on: November 20, 2012, 12:18:54 PM »

NP, just one of those crazy ideas.  Wanted to make a ship that could deploy space stations that didn't have to follow Drone rules and some kewl FX stuff that's probably only doable via code and particle / projectile creation.
« Last Edit: November 20, 2012, 12:21:54 PM by xenoargh »
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Uomoz

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #504 on: November 20, 2012, 12:46:02 PM »

Oh god I'll love updating U'sC with the new modability additions.
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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #505 on: November 20, 2012, 01:34:37 PM »

Wow... with the .jar files and all the combat modding tools I can really see some of the more talented modders making "drop and go" packages that accomplish specific effects. That would be totally sweet!
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Sherrodninja

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #506 on: November 20, 2012, 06:53:09 PM »

My life is getting better each and every update. Thank you!
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WarStalkeR

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #507 on: November 21, 2012, 12:50:40 AM »

One of the greatest updates! Now we have access to AI ;D

Alex, what regarding making filter for weapons and weapon mounts?
For example adding to weapon.wpn something like "wpnFilters":"hir,idf"; which allow to use this weapon at any mount of same size and mount type that have filters like this:
{"angle": 0.0, "arc": 240.3, "id":"BGIGUN_TUR_M_01", "locations":[76.0,-0.0], "mount":"TURRET", "size":"LARGE", "type":"BALLISTIC", "wpnFilters":"hir"} or
{"angle": 0.0, "arc": 240.3, "id":"BGIGUN_TUR_M_01", "locations":[76.0,-0.0], "mount":"TURRET", "size":"LARGE", "type":"BALLISTIC", "wpnFilters":"idf"}
And vice verse, if mount have "wpnFilters":"hir,idf"; it can mount any weapon of same size and mount type that have "wpnFilters":"hir" or "wpnFilters":"idf"

I also didn't understood from updates, will some serious size projectiles have more health then some small bullets and missiles?
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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #508 on: November 21, 2012, 09:04:08 AM »

You should totally add hats... every game needs hats...
What are you talking about...?
Of course a spaceship can wear hats...
Silly people...
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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #509 on: November 21, 2012, 09:22:31 AM »

You should totally add hats... every game needs hats...
What are you talking about...?
Of course a spaceship can wear hats...
Silly people...

^ This
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