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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 0.65a (Released) Patch Notes  (Read 257871 times)

Richyread

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Re: Starsector 0.65a (In Development) Patch Notes
« Reply #30 on: April 13, 2014, 02:20:21 PM »

Hello,

im a new Member buyd the Game two days bevor. Very nice Game. But have the Game only 2 Sectors atm and 3 Stations?
Its a bit booring +i killed so "much" Pirates that not enough Enemys was in both Sectors for me. The Rest was small fleets and no challenge for me. Ok i can attack the orange, grey or blue Fleets but i wish not to lost my Support Stations.

Problem is now im Level 17 and see no Reson Play further. Nothing to Explore, no Enemys,  see all ships Weapons etc... and that all with 1 Capital Ship and a Frigatte both from the Technical Faction (blue).

How far was this Game from a Interesting upgrade? More Sectors, Factions, Stations, Missions, Diplomacy etc...?

btw i have a Suggestion add the Feature Exporting a Pilot (with or whithout fleet whatever...).

Pedantic answer - read the homepage. The game is in Alpha(or are we in Beta now?) and as such does not represent a finished product.

Helpful answer - Alex and the team have provided a smashing framework to allow others to enhance with mods. If you take a look in the MODS TAB -> http://fractalsoftworks.com/forum/index.php?board=8.0 you will see a whole selection of diverse extras to expand the game.

There's well over 20 mods of truly excellent quality - both in AI, diversity and artwork that there's bound to be something to keep you busy. ;)

Richy.


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Alex

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Re: Starsector 0.65a (In Development) Patch Notes
« Reply #31 on: April 13, 2014, 02:45:24 PM »

Yep! (Still "alpha", btw - "beta" to me means mostly feature-complete, which it's certainly not at this point.)

The next update will go a good ways towards making the Sector more alive, as well as adding a couple more star systems.
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VaeliusNoctu

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Re: Starsector 0.65a (In Development) Patch Notes
« Reply #32 on: April 14, 2014, 02:00:54 PM »

Yep! (Still "alpha", btw - "beta" to me means mostly feature-complete, which it's certainly not at this point.)

The next update will go a good ways towards making the Sector more alive, as well as adding a couple more star systems.

Good to know thx. Do you have a Realese date for the Patch? April, Mai, June?

@All
Thx i was in the Mod Section but

1) i dont see a Mod adds Sectors
and
2) i dont wish to break my savegame (char) for Vanilla.
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arcibalde

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Re: Starsector 0.65a (In Development) Patch Notes
« Reply #33 on: April 14, 2014, 03:22:11 PM »

Good to know thx. Do you have a Realese date for the Patch? April, Mai, June?
@All
Thx i was in the Mod Section but
1) i dont see a Mod adds Sectors
and
2) i dont wish to break my savegame (char) for Vanilla.
There are mods that adds systems (not sectors, sector is big piece of space where all* star systems are). Well, if you are bored with your current game and progress and don't want to play any more what is harm in breaking your current savegame? Then again you can make new game with mods on and play it and then you can disable all mods and play your old save game.

Anyway this ones adds additional systems or change entire game and adds additional systems:
[0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
http://fractalsoftworks.com/forum/index.php?topic=1799.0

Vacuum - Build a Stellar Empire. (0.62a ALPHA build 16) (TC Mod)
http://fractalsoftworks.com/forum/index.php?topic=4292.0

[0.6.2a] Starsector+ Vanilla Enhancement Mod 1.0.1 (Now with BRDY)
http://fractalsoftworks.com/forum/index.php?topic=7679.0

Project Ironclads TC, version 7 with hotfix (0.6.2a)
http://fractalsoftworks.com/forum/index.php?topic=431.0

etc.



*all like all star system that is in game :D not all star systems in space
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Relics MOD - vanilla balanced - Campaign integrated
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ArkAngel

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Re: Starsector 0.65a (In Development) Patch Notes
« Reply #34 on: April 14, 2014, 07:05:43 PM »

I hope I'm not the only who noticed this because I am verrrryyy curious on what it may be.
Changes as of April 04, 2014

Campaign:
  • Added "Intel" tab to keep track  other stuff
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"Yes... Yes I -am- sending you, alone, unarmed, against the might of the Hegemony defense fleet.  Not to worry - watching how they obliterate your puny frigate will be most... enlightening.  I shall dissect their tactics and emerge victorious!  Any questions? Then get to your ship, you launch in 5."

Nanao-kun

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Re: Starsector 0.65a (In Development) Patch Notes
« Reply #35 on: April 14, 2014, 07:35:40 PM »

I hope I'm not the only who noticed this because I am verrrryyy curious on what it may be.
Changes as of April 04, 2014

Campaign:
  • Added "Intel" tab to keep track  other stuff
It keeps track of how many space burgers the crew has eaten. :P
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FasterThanSleepyfish

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Re: Starsector 0.65a (In Development) Patch Notes
« Reply #36 on: April 14, 2014, 09:28:33 PM »

@Nanao_kun All meat in space is made out of fungus with "meat flavoring". Just tell 'em it's meat,  most of them never tasted the real thing in the first place.

Anyways, it would be cool if Intel had a feature where you could buy news services. The TriTachyon Times, Dictat Daily or Hegemony Post would be big Intel providers! Ha, JK, but hacking comm relays to get a snippet of Hegemony intel would be cool.
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VaeliusNoctu

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Re: Starsector 0.65a (In Development) Patch Notes
« Reply #37 on: April 15, 2014, 08:35:08 AM »

I Installed Project Ironclad, looks interesting. Thx.^^
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Luftwaffle

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Re: Starsector 0.65a (In Development) Patch Notes
« Reply #38 on: April 15, 2014, 08:30:50 PM »

Will this update add more features to the contact fleet option (the open comm channels one, where the fleets just pretty much say the same thing over and over again)?  :)

I can see this as being a good way to gather information, hailing trade fleets from distant stars to talk about current events and possible future ones. You could even transfer some credits to get the best information possible, providing a way for profiteers to take advantage of events without having too many skill points put into the information-gathering skills. Or maybe the player could extort traders for the information. It could be a way for civilian ships to surrender and try to avoid player conflict rather than being blown to smithereens.  :D
« Last Edit: April 15, 2014, 08:35:56 PM by Luftwaffle »
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Msahn

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Re: Starsector 0.65a (In Development) Patch Notes
« Reply #39 on: April 25, 2014, 08:03:56 AM »

Just quick question, are there any chance I'll get my hands in this new updated for the Extra long weekend next week ? =]
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Gothars

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Re: Starsector 0.65a (In Development) Patch Notes
« Reply #40 on: April 25, 2014, 09:50:00 AM »

Just quick question, are there any chance I'll get my hands in this new updated for the Extra long weekend next week ? =]

That is almost certain not to happen, unfortunately.



I'll close the thread for now :)
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The game was completed 8 years ago and we get a free expansion every year.

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Alex

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Re: Starsector 0.65a (In Development) Patch Notes
« Reply #41 on: June 11, 2014, 12:08:59 PM »

Updated.
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CrashToDesktop

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Re: Starsector 0.65a (In Development) Patch Notes
« Reply #42 on: June 11, 2014, 12:11:48 PM »

FOUR new star systems?

Spoiler
[close]

And our new ship retains the name Shepherd. :D

EDIT:
Oh, MIRV missile functionality changes!  I'm gonna have a ton of fun with that! :D Now I can get that to spawn actual bits of fragmentation without having to go into a lot of java coding.
« Last Edit: June 11, 2014, 12:14:50 PM by The Soldier »
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icepick37

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Re: Starsector 0.65a (In Development) Patch Notes
« Reply #43 on: June 11, 2014, 12:12:01 PM »

Whoo new ship!

I assume this is the one from the blog post?  :)
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JP161

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Re: Starsector 0.65a (In Development) Patch Notes
« Reply #44 on: June 11, 2014, 01:31:26 PM »

Everything is awesoooome!  8)

And I mean it!
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