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Author Topic: Starsector 0.6a (Released) Patch Notes  (Read 554757 times)

silentstormpt

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #705 on: September 07, 2013, 09:35:50 AM »

As ship sellers, mostly and maybe planet defense, those 2 can be easily explain why station needed.
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Voyager I

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #706 on: September 07, 2013, 02:15:14 PM »

Having a market hub that doesn't involve climbing out of a gravity well would certainly make sense from a perspective of space-economics, especially since most of our ships probably handle atmospheric flight about as well as the average brick.


They probably wouldn't be useful as a planetary defense platform themselves, since a planet in space could be attacked from any direction and they would thus be trivial to bypass, but they would be necessary as a servicing station for defense fleets full of non-atmospheric ships and would probably also serve as something of a fortified harbor against attacks at stellar operations.
« Last Edit: September 07, 2013, 02:17:48 PM by Voyager I »
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Ravendarke

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #707 on: September 07, 2013, 07:26:00 PM »

What about star? Can it be changed in realtime?
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Alex

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #708 on: September 07, 2013, 07:32:58 PM »

What about star? Can it be changed in realtime?

Yeah. As far as the game is concerned, graphics-wise, a star is just a glowy planet.
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Ravendarke

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #709 on: September 07, 2013, 07:49:39 PM »

Muhahhaha.. Muhahahahahahhahahahahahhaa (that was just Devil's laughter if someone would have problem to recognize it).. great news, thx.
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Psycho Society

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #710 on: September 07, 2013, 08:02:32 PM »

Big update! 9 months in the oven... Where is my economy??

Just kidding, Alex. Looking good. I'm sure all the overhauled gameplay mechanics will blow my mind into itty bitty pieces.
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RawCode

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #711 on: September 07, 2013, 10:45:53 PM »

Quote
allow modded content to be localized while core stuff - like tooltips, buttons, etc - can't be.

if all this objects will provide chance to handle text inside, localization will be very easy and will be managable inside current mod system, just download localization mod and it will work.

also this will allow automatic localization, some libraries allow to translate code onfly without human interaction.
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sherpajack

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #712 on: September 08, 2013, 01:30:46 AM »

Having a market hub that doesn't involve climbing out of a gravity well would certainly make sense from a perspective of space-economics, especially since most of our ships probably handle atmospheric flight about as well as the average brick.


They probably wouldn't be useful as a planetary defense platform themselves, since a planet in space could be attacked from any direction and they would thus be trivial to bypass, but they would be necessary as a servicing station for defense fleets full of non-atmospheric ships and would probably also serve as something of a fortified harbor against attacks at stellar operations.

Actually two or three (or better yet, 4+) stations located in geostationary or just stationary orbits relative to one another would be make observation/deployment platforms given their ability to sit outside distortions of the atmosphere and most of the gravity well.
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Mattk50

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #713 on: September 08, 2013, 03:04:22 AM »

The star thing means easy binary and trinary systems as far as i can tell.

Glorious.
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Gabriel_Braun

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #714 on: September 09, 2013, 04:09:30 AM »

Come on Alex it's September 9th, where's my birthday present?   ;D
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rex

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #715 on: September 09, 2013, 08:44:31 AM »

Boooo!!!

The OP tech skills are less OP.

Thanks Obama.
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silentstormpt

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #716 on: September 09, 2013, 12:49:55 PM »

Muhahhaha.. Muhahahahahahhahahahahahhaa (that was just Devil's laughter if someone would have problem to recognize it).. great news, thx.

Why do i have the feeling ur going to make a transparent texture with black glow as a star?
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Ravendarke

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #717 on: September 09, 2013, 07:44:36 PM »

Something bit different (and I donĀ“t believe black glow will be possible as most likely it will be additive)... but it was about possibility to change stars realtime... Void eating stars, anyone?
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Hyph_K31

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #718 on: September 10, 2013, 02:12:53 AM »

Or perhaps even Pulsars? Unrealistic ones mind, I just want stars that pulse ever so gently.
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"GEDUNE, stop venting in front of your classmates!"

Madgamer13

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #719 on: September 10, 2013, 07:31:15 AM »

I want disco ball suns that provide the boogie all night long.  There also needs to be an appropriate soundtrack for such a disco sun.
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