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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 639351 times)

Alex

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #405 on: March 25, 2017, 02:53:53 PM »

Weeell... of the pieces you've got in the latest image, nothing appears to be angled quite right.
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cjuicy

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #406 on: March 25, 2017, 03:03:25 PM »

Grit, spit and a metric crap ton of duct tape.
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JDCollie

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #407 on: March 25, 2017, 03:06:18 PM »

I think Alex scrapped that idea in the patch notes—I dunno what is to become of the Construction Rig at this point. Maybe you'll need to haul around 3-4 of'em to build outposts?

The construction rig increases both combat and non-combat salvage, yeah. The idea I scrapped was basing the combat salvage bonus on how long the rig spent deployed - that wasn't working well for various reasons.
Ah, cool. I like the idea of a civilian oriented support section of the fleet that extends beyond just freighters. Optional things, obviously, but bringing along a construction rig, or having some kind of dedicated sensor or electronics warfare ship seems like lots of fun :D
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Sy

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #408 on: March 25, 2017, 03:29:34 PM »

Welding will continue
you're doing Lud's work, son. bless you.
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orost

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #409 on: March 25, 2017, 03:56:29 PM »

That said, I did think about it spawning derelict ships - but that just makes it annoying, doesn't it? A multi-step process to get the most resources out of it - first you scuttle, then you salvage the derelicts.

Maybe give a choice, when scuttling, to disassemble completely or leave the hull?

Anyway, the scenario of leaving some of my ships behind, tucked away somewhere to (hopefully) be picked up later, makes so much sense to me as an ingredient of a space adventure that it'll feel weird if I can't do it. Especially since I can do that exact thing with cargo. Tying it in with scuttling seemed to me like the easiest way to add it.
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Dri

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #410 on: March 25, 2017, 04:16:31 PM »

Bro, this is like trying to put together a puzzle that is pure white and no edge pieces...ain't gonna happen!
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Zelnik

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #411 on: March 25, 2017, 05:10:34 PM »

Any word on replacing the trident and longbow into the game??
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Alex

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #412 on: March 25, 2017, 05:15:36 PM »

Any word on replacing the trident and longbow into the game??

They're in the game, along with some new fighters, too.
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Clockwork Owl

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #413 on: March 25, 2017, 05:27:38 PM »

I'm back online
waves my plasma torch
Still not done?
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CrashToDesktop

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #414 on: March 25, 2017, 05:30:01 PM »

I'm back online
waves my plasma torch
Still not done?
Rebuilding a Legion-class Battercruiser is a bit more difficult than one might think, even for a logistics officer, since the original shape isn't provided. :P

My efforts rewarded me with one thing:
http://fractalsoftworks.com/forum/index.php?topic=11477.msg200091#msg200091
But it's too big, as Alex stated in the next post.  I've got some other things to do now, but if you have PS, here's my file for it:
https://www.dropbox.com/s/iivkc7fazfde6t9/legion.psd?dl=0
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Zelnik

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #415 on: March 25, 2017, 05:35:00 PM »

Thank you for the quick response Alex..but you now must answer the real question..


WHEN BROLY!?
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Alex

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #416 on: March 25, 2017, 05:41:53 PM »

Thank you for the quick response Alex..but you now must answer the real question..

I can do that, that's easy!

WHEN BROLY!?

Soontm
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Cik

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #417 on: March 25, 2017, 06:03:05 PM »

alex you are going to encounter the torches and pitchforks very soon if you do not release game

get off forum and release oh eight or i will rouse the mob
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Clockwork Owl

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #418 on: March 25, 2017, 06:13:44 PM »

Spoiler
[close]
Progress now. Kinda got stuck there...
And in retrospect, I shouldn't have merged the layers.
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Deshara

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #419 on: March 25, 2017, 06:16:48 PM »

Alex if ejected cargo is gonna be recoverable how does system patrol interact with it?

It doesn't, good point.

I'm assuming that you don't have the capacity for a fleet to split itself on-the-fly yet so if you eject a bunch of cargo, like a majority of what your fleet could carry, and also maybe you're either on good terms with the faction and/or you're significantly more powerful than the patrol, it'd make sense if they chose to go inspect your suspicious (and safe) cargo pods that you threw, instead of your trustworthy, gun-ridden ships and maybe if there happens to be something of value in it they could consider the value of that cargo a bribe, and if it's enough (or more) than what they'd ask for if they came & scanned you and you had contraband they'd just... conveniently forget about you, or if you don't give them enough, they could come inform you that you're going to be scanned, but accidentally allow you to bribe them (the rest of what they need for a bribe including your pod ejection) not to scan you before they do so to completely avoid the relation hit from having your contraband wind up on a military report somewhere
just a thought
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