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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: Wayward Terran Frontier  (Read 37319 times)

CrashToDesktop

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Re: Wayward Terran Frontier
« Reply #30 on: November 14, 2014, 06:56:00 PM »

Just posting here to follow this...
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Dezgard

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Re: Wayward Terran Frontier
« Reply #31 on: November 15, 2014, 02:53:37 PM »

There will be a podcast showing more of the updated game in a few days, you'll see some more features and gameplay.

Wonder what a space onion taste like :P
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Sathe

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Re: Wayward Terran Frontier
« Reply #32 on: November 21, 2014, 02:05:22 AM »

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MesoTroniK

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Re: Wayward Terran Frontier
« Reply #33 on: December 04, 2014, 12:44:10 AM »

I have been keeping tabs on this game a for a while, now it appears that its Kickstarter not only has it achieved its initial funding goal but also the first stretchgoal as well :)

JohnDoe

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Re: Wayward Terran Frontier
« Reply #34 on: December 04, 2014, 07:43:36 AM »

This one's been my list for a long time; here's to hope for a timely delivery.
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Midnight Kitsune

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Re: Wayward Terran Frontier
« Reply #35 on: December 04, 2014, 08:02:24 AM »

I have been keeping tabs on this game a for a while, now it appears that its Kickstarter not only has it achieved its initial funding goal but also the first stretchgoal as well :)
I'm torn between getting it and not because of my craptop... How demanding is it?
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Sathe

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Re: Wayward Terran Frontier
« Reply #36 on: December 04, 2014, 11:34:21 AM »

Game is quite demanding CPU wise, that being said:
You can try free demo, build some ships, test them in combat and see..
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Midnight Kitsune

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Re: Wayward Terran Frontier
« Reply #37 on: December 04, 2014, 11:51:32 AM »

Game is quite demanding CPU wise, that being said:
You can try free demo, build some ships, test them in combat and see..
Does it use muti cores?
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Sathe

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Re: Wayward Terran Frontier
« Reply #38 on: December 04, 2014, 11:59:33 AM »

From what I can see it uses multicores for various tasks, somewhere I read it is using threads for ship breaking and similar tasks.

On unrelated note, latest update show ship skin unique for all backers:

« Last Edit: December 04, 2014, 01:09:27 PM by Sathe »
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Sabaton

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Re: Wayward Terran Frontier
« Reply #39 on: December 04, 2014, 10:43:44 PM »

They missed an opportunity imo,  the moment the game was funded they should have come forth with at least concept art
showing what they meant by spinal guns, Evamissions, improved combat depth and such.
Instead they didn't and just went with inertia.
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Kell Aset

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Re: Wayward Terran Frontier
« Reply #40 on: December 04, 2014, 11:41:36 PM »

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Midnight Kitsune

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Re: Wayward Terran Frontier
« Reply #41 on: December 05, 2014, 02:29:16 AM »

Is there anyplace that I can go to get a newbie guide to ship building? The wiki looks worthless
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Sabaton

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Re: Wayward Terran Frontier
« Reply #42 on: December 05, 2014, 03:58:10 AM »

Ship building is easyer this time around, you have an interface that shows power sources as blue, conduits as yellow and powered/unpowered modules as green/red.
To power a module you must drag a power conduit from a reactor to said module, keep in mind that everything  has an input point that you must connect to, its rather obvious.
Also conduits behave rather strange, click only once to place a 4 junction, hold click and drag to place a continuous line.
Place a command point and link guns and such by placing a node, numbered square, near said module and another near command point.
Your character can only walk in rooms, rotate stuff with Q, add support structures if your ship falls appart, add more reactors if needed, etc.
Just follow the interface and you should be fine, theres a button center top for it.
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Sabaton

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Re: Wayward Terran Frontier
« Reply #44 on: October 18, 2015, 03:47:55 AM »

These guys are giving the current dev version of the game for free in preparation for their next update.
Get it through their official site while it's hot.
« Last Edit: October 18, 2015, 03:49:46 AM by Sabaton »
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