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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 0.8a (Released) Patch Notes  (Read 639112 times)

Megas

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #360 on: March 24, 2017, 04:05:17 PM »

An energy weapon rebalance would be nice.  I do not care what kind of ship has the hybrid/universal mount.  A ballistic weapon will almost always be mounted in there (instead of an energy weapon) because it is (usually) such a no-brainer.
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Sy

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #361 on: March 24, 2017, 04:10:22 PM »

For other missiles, their trajectories are predictable to a point, and minimizing the risk of them running into asteroids or debris is part of the skill involved in using them. I think it's actually pretty important.
not firing missiles straight into a big husk in front of me, yeah. trying to lead a target to hit it with an unguided torpedo at flamed-out max range while trying to avoid any obstacles, absolutely. but a Hurricane or a salvo of Harpoons smashing into an asteroid 2k units from where i launch them? that doesn't feel like something that happens because i made the wrong decision or wasn't quite good enough to pull it off correctly.

i imagine making missiles try to steer around obstacles in their flight trajectory would be a lot more difficult / time-consuming to get right than just removing the collision, like with friendly ships, but i think it would still serve to avoid the worst of the "goddamn rng!" feeling while still keeping approximate aiming as something that requires a degree of skill/practice.


ALSO I ALMOST FORGOT TO MENTION IT NOW, THAT CHANGELOG LOOKS AWESOME!! :D

still lots of new stuff to look forward to that we didn't know about already! there's one thing missing that i was hoping to see in there though; a suggestion i made about a year ago. so i'd like to ask: did that just not make it into the changelog, did you try it out and decided not to implement it, or did you forget about it? ^^
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SafariJohn

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #362 on: March 24, 2017, 07:55:28 PM »

Baiting missiles into debris is a time-honored tradition!
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cjuicy

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #363 on: March 24, 2017, 07:56:08 PM »

Baiting missiles into debris is a time-honored tradition!
Good fun for the whole family!
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Lakis

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #364 on: March 25, 2017, 01:43:50 AM »

Baiting missiles into debris is a time-honored tradition!
Good fun for the whole family!

Passed down from my cowardly fathers-fathers-fathers-father, to his fathers-fathers-father, to my great great uncle, and now to m- Hey?

Where are you going!?
 
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Clockwork Owl

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #365 on: March 25, 2017, 05:43:07 AM »

Oh, that's just evil Alex.  Time to break out Photoshop and weld this thing back together so I can board it!

*brings out duct tape*
Challenge accepted.
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Chronosfear

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #366 on: March 25, 2017, 06:39:56 AM »

Finally an update on the dev status. Now I´m freaking out again  ::)
Want to play a carrier fleet with these new ones so badly  ;D

NOOOOOOOooooo....... Q___Q

Alright, let me post a screenshot of it on Twitter...

https://twitter.com/amosolov/status/845363297570492425/photo/1

I hate you

I agree. I hate you.
Still had to laugh so much. Very nice trolling Sir!

greetz
Chronosfear
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Sy

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #367 on: March 25, 2017, 07:14:02 AM »

Still had to laugh so much. Very nice trolling Sir!
indeed, i actually had to laugh out loud when i saw it. unfortunately, i have a really bad cough at the moment, so that did not go well. ._.
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Clockwork Owl

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #368 on: March 25, 2017, 07:44:38 AM »

Spoiler
[close]
Guys, I, uh, could use some help...
« Last Edit: March 25, 2017, 07:50:06 AM by Aron0621 »
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TJJ

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #369 on: March 25, 2017, 08:30:11 AM »

Spoiler
[close]
Guys, I, uh, could use some help...

f when rotated CCW ~45°, perfectly connects to NE of c.
a then quite neatly attaches to the side of f & c.

I'm not convinced it's a ship; perhaps an asteroid?
« Last Edit: March 25, 2017, 08:33:12 AM by TJJ »
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Cik

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #370 on: March 25, 2017, 08:44:30 AM »

wtb space hulk minigame
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cjuicy

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #371 on: March 25, 2017, 08:58:06 AM »

I feel soo bad for the guy who has to weld that back together. Now imagine a Paragon
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Sy

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #372 on: March 25, 2017, 09:13:38 AM »

i think "Duct-Taped Bulkheads" should be a d-mod.
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Mini S

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #373 on: March 25, 2017, 09:38:09 AM »

i think "Duct-Taped Bulkheads" should be a d-mod.

Some one has been watching too much the Guardians of the Galaxy
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CrashToDesktop

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #374 on: March 25, 2017, 09:45:49 AM »

Welding approximately 35% complete.

Spoiler
[close]

Can't actually tell what's the edge of the ship and what isn't.
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