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Author Topic: Starfarer 0.53a (Released) Patch Notes  (Read 368062 times)

hadesian

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #120 on: June 15, 2012, 11:26:20 AM »

That ECCM hullmod sounds friggin awesome. Finally i can hit those hounds with my harpoons! I hope

Good luck making those missiles catch him....

Not talking about his new flare system.


In other words:   The hound after the update will be the ultimate "troll and rage-inducing machine to ever exist"
But the ECCM helps missiles ignore flares...
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Alex

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #121 on: June 15, 2012, 11:42:10 AM »

Thanks ever so much for the detailed (and quick) answer, as well as your chosen method for the EMP effect! If there was an emoticon handy for "massive sigh of relief," I'd be using it.

The Omen became my kid's "eventual favorite ship" once I mentioned the upcoming EMP device. I'm now doubly certain that it's going to get a lot of play. ;D

Oh, very cool :)


Once again - those lightnings will be fired from the same SYSTEM hardpoints?

I still can`t get the whole SYSTEM hardpoint feature. The more you have those on a ship - the more drones, flares and lightnings you`ll get?

Also - can you modify the drone`s weapons? I remember you saying that you can recreate similar systems by slightly adjusting the existing ones. So i assume that it is possible to have multiple drone systems with various weapons, images, numbers etc. defined (not per ship, but in overall)?

(The info below is modding-related - not related to actually playing the game)

I think it'll make more sense once you actually get your hands on it. For flares (and other "fake weapon" based systems), yeah, more hardpoints means more "weapons". For drones, it means more launch points - so the drones are launched faster, but that's it. For lightning, it only ever uses one (the first) SYSTEM hardpoint.

For drones: yes, you can create new drones - they're implemented as ships, with .ship and .variant files. At one point I had an Onslaught launching Onslaughts that launched Onslaughts. That ended very badly - imagine this, but with Onslaughts:



:)
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Temjin

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #122 on: June 15, 2012, 11:53:28 AM »

Interesting. This means there's potential to make this some sort of launchable armor or barrier system.

Do these drones have a fighter-style collision setup? The Onslaught/Gemini issue noted above would indicate that there would be huge problems if they didn't :D
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CrashToDesktop

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #123 on: June 15, 2012, 12:01:52 PM »

Will you be able to add a ship system to a new ship from a mod?  Just wondering.

And the lightning bolt for the Omen, is that from a texture or made from coding?
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icepick37

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #124 on: June 15, 2012, 12:07:16 PM »

Will you be able to add a ship system to a new ship from a mod?  Just wondering.

And the lightning bolt for the Omen, is that from a texture or made from coding?
I think he said the system is determined in mod able files. So yes, you'll be able to add systems to modded ships.

The lightning is generated in code (info gleaned from twitter)
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CrashToDesktop

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #125 on: June 15, 2012, 12:09:49 PM »

Epic!  Now, I want to see a talon spawn a talon over and over again. ;D Or have the Scourge multiply endlessly!
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Upgradecap

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #126 on: June 15, 2012, 12:13:56 PM »

Epic!  Now, I want to see a talon spawn a talon over and over again. ;D

Talonception! :D
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Uomoz

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #127 on: June 15, 2012, 12:16:02 PM »

Or have the Scourge multiply endlessly!

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Faiter119

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #128 on: June 15, 2012, 12:45:10 PM »

That ECCM hullmod sounds friggin awesome. Finally i can hit those hounds with my harpoons! I hope

Good luck making those missiles catch him....

Not talking about his new flare system.


In other words:   The hound after the update will be the ultimate "troll and rage-inducing machine to ever exist"
But the ECCM helps missiles ignore flares...

AND makes them faster! YAY!
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CrashToDesktop

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #129 on: June 15, 2012, 12:46:35 PM »

Wait, the Apogee gets Ion-cannon armed drones?  Isn't that a little bit...OP?
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icepick37

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #130 on: June 15, 2012, 12:51:55 PM »

Eh, ion cannons aren't THAT good. Especially considering how weak the drones will be. And they do nothing against shields.

EDIT: I do admit worrying about the same thing a bit, though.  :)
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Psiyon

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #131 on: June 15, 2012, 12:55:23 PM »


For drones: yes, you can create new drones - they're implemented as ships, with .ship and .variant files. At one point I had an Onslaught launching Onslaughts that launched Onslaughts. That ended very badly - imagine this, but with Onslaughts:

*snip*

:)

Note to self: first thing to do once .53a is released is to make a binary fission simulator.
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K-64

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #132 on: June 15, 2012, 02:40:52 PM »

Any plans for multi-stage missiles to have drones? I can just imagine having a missile heading towards my ship then BLAM! Squad of wasps :P
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CrashToDesktop

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #133 on: June 15, 2012, 02:50:44 PM »

Or have the Scourge multiply endlessly!


I shouldn't have said that... ;D
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hadesian

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #134 on: June 15, 2012, 02:52:44 PM »

This drone talk has gone too far.



No, no it hasn't. Why not have a buffalo MK 2 spawn a trio of onslaughts? PUNCHING BAG NO MORE.
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