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Author Topic: Starsector 0.54.1a (Released) Patch Notes  (Read 181200 times)

ValkyriaL

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #105 on: January 03, 2013, 05:59:16 PM »

But since its not a weapon, how would you make it? how about we get a basic blinking light file? like a red wing marker that blinks every 1.5 seconds and stays lit for 0.1 second.

Do i copy a weapon file, delete everything except glow animation/coordinates with "always animate" and a downtime in the .wpn file? and then be done with it?
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Andy H.K.

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #106 on: January 04, 2013, 07:07:09 AM »

I just need some clarification. Can the weapon-induced EMP emission penetrate shield ie. shield blocked shot, but EMP effect occur behind the shield?
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sdmike1

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #107 on: January 04, 2013, 07:23:17 AM »

New tach lance, i think i am in love :-*
EDIT: with the lance mind you

sdmike1

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #108 on: January 04, 2013, 07:32:33 AM »

Quote
Added to SectorAPI:
List<StarSystemAPI> getStarSystems() // returns just the one atm

Me thinks that multiple star systems is next up on the table... :o

Makes sense though, combat is mostly finished, skills are as they completed as they can be with the economy, the economy would have to be almost completely redone if implemented before multiple star systems... so ya, star systems, sdmike1 approved :D

Sendrien

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #109 on: January 04, 2013, 09:01:07 AM »

First off, what an impressive list of changes to start off the new year! I think the idea to make the Aurora omni-shield by default is absolutely brilliant. I always felt that the high-tech cruisers were lacking some diversity, and this fixes it. Can't wait to see the new EMP.

and secondly...

New tach lance, i think i am in love :-*
EDIT: with the lance mind you

I don't think your edit provides as much clarity as you were hoping. Just saying. ;)
« Last Edit: January 04, 2013, 09:03:13 AM by Sendrien »
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Reshy

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #110 on: January 04, 2013, 11:04:37 AM »

I don't know if I like the Ion Cannon changes, I don't really like 'Chance' mechanics muddling the gameplay experience.
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Squigzilla

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #111 on: January 04, 2013, 11:46:39 AM »

Personally, I found the old HEF to be horrifyingly powerful -- try giving a Sunder two pulse lasers and an autopulse laser and you'll see what that system can do.  By the time the autopulse laser runs out of charges, any destroyer-sized or smaller target is either overloaded or has most weapon systems disabled.  With two light needlers in the front-facing small ballistic slots, most ships won't even have a chance to harm you.  The new version seems even better -- sorry Hammerhead, I have a new favorite destroyer!

I don't know if I like the Ion Cannon changes, I don't really like 'Chance' mechanics muddling the gameplay experience.

IMO the randomness is necessary to keep the weapon from becoming overpowered while still being interesting.  You'll usually get a couple shots in at once with an ion cannon, so I'd guess the chances of triggering widespread system shutdown will be quite high.
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Alex

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #112 on: January 04, 2013, 11:51:12 AM »

But since its not a weapon, how would you make it?

Pretty much like any other animated weapon.

I just need some clarification. Can the weapon-induced EMP emission penetrate shield ie. shield blocked shot, but EMP effect occur behind the shield?

No - hitting shields does not trigger the EMP effect.
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sdmike1

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #113 on: January 04, 2013, 12:05:40 PM »

does the system nockout hapen with the EMP shipsystem as well?

CrashToDesktop

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #114 on: January 04, 2013, 12:07:21 PM »

That StarSytemAPI really got me excited.  Then I say your little note saying "returns just one atm".  Damn it, so close! ;D
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Sproginator

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #115 on: January 04, 2013, 12:58:07 PM »

does the system nockout hapen with the EMP shipsystem as well?
As Captain Piccard would say,

Make it so
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Okim

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #116 on: January 04, 2013, 02:02:36 PM »

Oh man. Alex, you are the telepath, aren`t you?

I just started to draw a huge space wasp like monster and i was about to think of making animated wings and body glow as a weapon with no flux, no visible shots and in a constant animation cycle. Now with these decorative weapons and always running animations it would be more than possible!

Thanks :)

Any chances to get a scrollbar to player generation choices screens? It has troubles with more than 8-10 lines of options (on various resolutions).

edited:

now that spacebug just needs a fancy blood splash upon death and blood strains instead of flashing cracks on hull. Can we have at some point custom tech eras to make own shields, explosions and other tech related stuf? and a flag 'non-salvagable' in hulls file in hints would be great to have.
« Last Edit: January 04, 2013, 02:16:29 PM by Okim »
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Sproginator

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #117 on: January 04, 2013, 02:39:13 PM »

Love the edited part's suggestions
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Gothars

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #118 on: January 04, 2013, 02:45:52 PM »

now that spacebug just needs a fancy blood splash upon death and blood strains instead of flashing cracks on hull. Can we have at some point custom tech eras to make own shields, explosions and other tech related stuf? and a flag 'non-salvagable' in hulls file in hints would be great to have.

From what I gather space monsters are...mhhh, not out of the question for the main game, so a biological damage system may even be implemented at some time in the future.
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arcibalde

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #119 on: January 04, 2013, 02:46:34 PM »

'non-salvagable' - THIS!!!!!
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