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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 553359 times)

YAZF

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #180 on: March 23, 2013, 10:59:05 PM »

Missions only: removed random post-battle capture

Sooooo.....What missions are we talking about Alex? :)
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Dear Alex,
There should be a battlestation/star fortress fight in the main menu mission mode.  :)

Okim

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #181 on: March 24, 2013, 12:17:15 AM »

Modding related question.

Is it possible that we can get in this update a 'NOT SALVAGEABLE' flag to allow such things as Ironclads` Rock Fly appear in campaign? I`ve suggested it multiple times and i rmember you saying that you`ll consider it.

Some players here ask me about moving the Rock Fly into campaign. I also have a new unique race which ships i don`t want to be salvageable/controllable at all.

I thing that many other mods will benefit from this too.

Gothars

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #182 on: March 24, 2013, 04:16:06 AM »

I hope to see substantive improvements to the actual game in a coming update.  
I wish your attacks actually meant something.  If I raid the pirates faction for 50 battles in a row, the faction itself ought to be affected somehow.

Dynamics along those lines are definitely planned for the final game, I doubt that they will make it into the next update, though.

In general, please post suggestion in the suggestions thread, especially if they have nothing to do with the topic at hand.

As a programmer myself, I know that scripting this kind of stuff is not at all difficult.  It's a lot easier than some of the stuff the game already does.

As a guy who knows nothing about programming but a tiny little bit about game design, I'd say that the difficulty here lies in getting those dynamic behaviors right. They have to mesh with player actions, actions of other factions, the environmental resources, local economy, sector economy, short and long term faction goals, overall development progress (or regress) of the sector and at the same time be intuitively assessable, offer meaningful choices and be fun.


Missions only: removed random post-battle capture
Sooooo.....What missions are we talking about Alex? :)

This goes for all missions. Those missions you access via the main menu. It would make no sense to have a meaningless capture mechanic in there that can't be found anywhere else in the game.
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The game was completed 8 years ago and we get a free expansion every year.

Arranging holidays in an embrace with the Starsector is priceless.

Alex

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #183 on: March 24, 2013, 09:16:37 AM »

Speaking of that, are there new graphical elements you really want to implement in the polish phase of the game? I think the game currently is a very good example of how cohesive art design and gamefeel can carry the game on its own without the need for visual fluff. Even so, small additions like these that work within the current scope of the graphics engine are very effective at aiding immersion.

One thing I personally would love to see eventually is a gradual breakup and explosion of shipwrecks that actually become destroyed rather than merely disabled, like in Escape Velocity, along with flying, red-hot debris...

That's something I'd love to see, too. Whether it's something I'll actually be able to get to is another question :) If there's ever time, shield graphics are something else I'd like to take a look at. David had also mentioned wanting to tweak some of the weapon and engine effects.

Overall, though, I feel good about where the graphics are at. Incremental improvements are possible across the board, but that's not something that ever stops being true.


@BrickedKeyboard: Right, what Gothars said :) I'll just add that I don't want to spend time on a more expansive system if it ends up being replaced by the "real" one down the line, anyway.

@Okim: Thanks for the reminder, added to the list and will make sure it's possible one way or another. Also sent you a PM.
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lindsay lohan

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #184 on: March 24, 2013, 03:05:46 PM »

What's a spam bot? Some awesome Hull Mod I haven't discovered yet??
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Sproginator

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #185 on: March 24, 2013, 04:50:02 PM »

What's a spam bot? Some awesome Hull Mod I haven't discovered yet??
I'm sensing your a troll or something?
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Gothars

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #186 on: March 24, 2013, 04:56:08 PM »

No, that's alright. Context.

@lindsay lohan: A spambot is a program that automatically posts advertisement in the forum, they sometimes have names of VIPs like you do.
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The game was completed 8 years ago and we get a free expansion every year.

Arranging holidays in an embrace with the Starsector is priceless.

Sproginator

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #187 on: March 24, 2013, 06:17:24 PM »

No, that's alright. Context.

@lindsay lohan: A spambot is a program that automatically posts advertisement in the forum, they sometimes have names of VIPs like you do.


Ah, I couldn't find it at the first look
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A person who's never made a mistake, never tried anything new
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arcibalde

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #188 on: March 25, 2013, 02:24:25 AM »

Just wanna check something:
Alex if player FP maxed out fleet collide with SDF how much FP worth of ships will be in battlefield?
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Relics MOD - vanilla balanced - Campaign integrated
Vanilla addon MOD - vanilla balanced - Campaign integrated
Project ONI MOD - mission only

RawCode

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #189 on: March 25, 2013, 02:44:31 AM »

Quote
Code
ModPlugin now has the following methods:
void onApplicationLoad() throws Exception;
void onNewGame();
void onEnabled(boolean wasEnabledBefore);
void onGameLoad();
void beforeGameSave();
void afterGameSave();

good.

now everything we need on current stage is ability to save arbitary data into savegame and read this data later.
this will help a lot with static serialization issues, removing any possible issues with mods added\removed on same savegame.
also this will allow to build failsafe anticheating by merely writing savegame data manually.
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Alex

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #190 on: March 25, 2013, 08:57:55 AM »

Just wanna check something:
Alex if player FP maxed out fleet collide with SDF how much FP worth of ships will be in battlefield?

Whatever the battle size is set to by the player under gameplay settings, 200 by default.

now everything we need on current stage is ability to save arbitary data into savegame

Oddly enough, added that yesterday.
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RawCode

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #191 on: March 26, 2013, 02:05:10 AM »

Quote
Oddly enough, added that yesterday.

You shoud patent your libastral.jar befor apple!

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Durandal4532

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #192 on: March 26, 2013, 07:10:34 AM »

Awesome! Dialog!

I'm real excited, man. I can't wait to write acres of patter for the fleets!
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CrashToDesktop

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #193 on: March 27, 2013, 12:27:05 PM »

God, this discussion has been expanding faster than I can read it all. ;D
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hadesian

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #194 on: March 27, 2013, 02:51:11 PM »

Big sound update? :D
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Changes as of May 24, 2013
  • Reinvented Starsector.
  • That is all.
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