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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: Starsector 0.6a (Released) Patch Notes  (Read 553338 times)

Chronosfear

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #390 on: July 12, 2013, 04:59:34 AM »

Every patchnotes, I think : "that is the best patch ever" ,and every time i´m proven wrong.
so *...* awesome !

thank you!


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CrashToDesktop

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #391 on: July 12, 2013, 05:06:12 AM »

Will AI Fleets be able to persue the player through wormholes or Jump Points to other systems?  Can the AI Fleets even use the wormholes or Jump Points?
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Gothars

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #392 on: July 12, 2013, 06:33:23 AM »

Please don't wait too long with a blogpost about hyperspace Alex, I can ....barely.....contain ...all the..........questions!.....
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The game was completed 8 years ago and we get a free expansion every year.

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silentstormpt

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #393 on: July 12, 2013, 06:50:52 AM »

Oh mai, ill have a lot of work to do then:

its a BIG image, u were warned.
Spoiler
[close]
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CrashToDesktop

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #394 on: July 12, 2013, 07:41:28 AM »

I see your avatar is the exact opposite of that, silent. ;D

Moar hyperspace!  You know we all want it, Alex. ;)
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Quote from: Trylobot
I am officially an epoch.
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Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

phyrex

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #395 on: July 12, 2013, 07:42:28 AM »

Oh mai, ill have a lot of work to do then:

its a BIG image, u were warned.
Spoiler
[close]

jeebus  :o
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xanderh

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #396 on: July 12, 2013, 07:47:20 AM »

You know all these cool changes only make us sad because we cannot play them, right?  :'(

(just kidding, take your time Alex)

Quote
Temporarily removed "Coordinated Maneuvers" skill
There goes an easy +25 FP  :(
Fleet point have been removed from the game ;)


:o *pinches self* nope, not a dream~ *celebrates*
You can feel physical pain in dreams. I know from experience. It feels weird, but it is definitely pain.


Looking forward to the patch, and I'm hoping it will be out before August, because it will be a busy month. I've got saints row 4, Star Citizen alpha, and school starting in middle/end of August, and I'd prefer to not be completely swamped in awesome.
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Cycerin

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #397 on: July 12, 2013, 07:51:39 AM »

How much is the hyperspace in SS going to resemble the one from Star Control II? Surprised at how feature-heavy this patch is becoming, but I guess it's shaping up to be quite worth the wait.

*groans* guess it's time to get back on the modding wagon soon!
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MechaLenin

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #398 on: July 12, 2013, 08:21:35 AM »

Hi,
Long time lurker here. I was shaping up to write a post saying something like:

"Alex, I love your game, great changes in 0.6, but FFS RELEASE PATCH ALREADY, you can't make everything perfect etc. etc."

And here we are, long awaited inter-system travel is finally in.  ;D Rather unexpectedly, I might add.

Both thumbs up and cheers for all the great work.
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ValkyriaL

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #399 on: July 12, 2013, 08:51:49 AM »

How much is the hyperspace in SS going to resemble the one from Star Control II? Surprised at how feature-heavy this patch is becoming, but I guess it's shaping up to be quite worth the wait.

*groans* guess it's time to get back on the modding wagon soon!

Yup, we finally have to start putting some effort in again. ::)
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Alex

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #400 on: July 12, 2013, 10:38:50 AM »

So it sounds like there will be two methods of travel between systems: wormholes and jumping. I'm guessing wormholes are naturally occurring phenomenon - are hyperspace jumps dependent upon "jump gates" or something similar, or can ships just jump independently more like star wars? I'm curious to know if there will be a way of locking down a system and preventing ships from jumping in or out.

That's more an issue of terminology, I'm using "wormhole" and "jump point" somewhat interchangeably. Ships have to use a jump point to transition, though that doesn't imply that it's a man-made construction - rather, a naturally-occuring phenomenon.


I presume if we can completely define a system, we being modders, we can make it so a particular faction only shows up in one system?

Yes.



can AI fleets be made to go between systems yet?
Will AI Fleets be able to persue the player through wormholes or Jump Points to other systems?  Can the AI Fleets even use the wormholes or Jump Points?

Right this second? No. It's on my short-term todo, though.


I'd just like to know - how easy is it to implement a new system via mods right now, alex? And how straight-forward is that part of the code?

No much more complex than defining Corvus. It's basically the same thing, except there's a step where you define where in hyperspace the system goes.


Please don't wait too long with a blogpost about hyperspace Alex, I can ....barely.....contain ...all the..........questions!.....

Probably going to wait until I can include some screenshots.


How much is the hyperspace in SS going to resemble the one from Star Control II?

A lot. It's fair to say SC2 is a significant influence here.
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Upgradecap

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #401 on: July 12, 2013, 10:39:36 AM »

I'd just like to know - how easy is it to implement a new system via mods right now, alex? And how straight-forward is that part of the code?

Just requoting this, incase it got missed :)
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sirboomalot

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #402 on: July 12, 2013, 10:41:51 AM »



I'd just like to know - how easy is it to implement a new system via mods right now, alex? And how straight-forward is that part of the code?

No much more complex than defining Corvus. It's basically the same thing, except there's a step where you define where in hyperspace the system goes.


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Thaago

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #403 on: July 12, 2013, 11:01:33 AM »

Looking over the notes again, I'm incredibly excited by InteractionDialogPlugin. Are these going to be fully moddable, ie when the player interacts with something we get to set the choices that pop up and what functions they call? That and the new systems are going to make the modding scene absolutely explode!
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Alex

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #404 on: July 12, 2013, 11:31:30 AM »

Yeah, fully moddable. For reference, all the interactions/mechanics around combat are implemented as an InteractionDialogPlugin. A mod can register CampaignPlugins that return implementations of IDP for various entity interactions (planets, fleets, asteroids, etc), with the highest-priority one being used.
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