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Author Topic: Starfarer 0.53a (Released) Patch Notes  (Read 368101 times)

K-64

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #570 on: July 24, 2012, 10:56:10 AM »

Hmm, that stat modification reminds me of another question I was meaning to ask (Yeah, I've got quite a few of those :P), can ship systems be used to cause damage directly to a ship and/or make an area of effect damage thing? For example a self destruct mechanism designed to cause as much damage as possible
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Upgradecap

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #571 on: July 24, 2012, 10:57:30 AM »

Yes, the transparency level on the phase cloak is configurable.

So, it is possible to set it to near invisible? (like transparency set to 90-95%?) :D
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Alex

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #572 on: July 24, 2012, 11:03:33 AM »

No, that's not currently possible. Well... unless you get very creative with weapon and make a system that fires an invisible torpedo into your own hull. You actually *could* do that, I'm pretty sure.

A self-destruct would be problematic because it would need an entirely new AI for it, too (and really, a player confirmation mechanism, or it'd lead to no end of frustration). When modding in new systems, you really have to build on something that's already there - at least to some extent.

Hmm... systems might be a good thing to open up AI modding for first.
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Upgradecap

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #573 on: July 24, 2012, 11:11:39 AM »

No, that's not currently possible. Well... unless you get very creative with weapon and make a system that fires an invisible torpedo into your own hull. You actually *could* do that, I'm pretty sure.

 :'(

Oh well, atleast it can be done somehow XD


Oh, and yeah, can the systems eventually be made so that modders can mod the systems beyond recognition? (AKA custom, built-from-scratch system :))
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Valiant19

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #574 on: July 24, 2012, 12:21:24 PM »

No, that's not currently possible. Well... unless you get very creative with weapon and make a system that fires an invisible torpedo into your own hull. You actually *could* do that, I'm pretty sure.

 :'(

Oh well, atleast it can be done somehow XD


Oh, and yeah, can the systems eventually be made so that modders can mod the systems beyond recognition? (AKA custom, built-from-scratch system :))

Actually, I'm pretty sure Alex was talking about K-64's question, not yours.
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icepick37

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #575 on: July 24, 2012, 12:41:58 PM »

Actually, I'm pretty sure Alex was talking about K-64's question, not yours.
I am pretty sure of this also, haha.
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Alex

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #576 on: July 24, 2012, 12:43:30 PM »

Yeah, I was answering K-64's question. Should have quoted.

So, it is possible to set it to near invisible? (like transparency set to 90-95%?) :D

Yes.
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Alex

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #577 on: July 24, 2012, 03:52:43 PM »

Updated patch notes.
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Psiyon

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #578 on: July 24, 2012, 04:07:35 PM »

Ooh, a combat freighter, interesting. Any chance we could get a screenshot?

And, what sort of new things did you add to the CampaignFleetAPI and FleetMemberAPI files? I'd love to know.
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Alex

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #579 on: July 24, 2012, 04:12:02 PM »

Ooh, a combat freighter, interesting. Any chance we could get a screenshot?

And, what sort of new things did you add to the CampaignFleetAPI and FleetMemberAPI files? I'd love to know.

Working on the screenshot - reinstalling Photoshop as we speak so I can make it into a jpeg :)

CampaignFleetAPI:
Spoiler

   void setLocation(float x, float y);
   
   boolean isAlive();
   
   void addAssignment(FleetAssignment assignment, SectorEntityToken target, float maxDurationInDays);
   void addAssignment(FleetAssignment assignment, SectorEntityToken target, float maxDurationInDays, Script onCompletion);
   void clearAssignments();
   void setPreferredResupplyLocation(SectorEntityToken token);
   
   
   FactionAPI getFaction();
   Vector2f getVelocity();
   Vector2f getLocation();

   PersonAPI getCommander();
   List<FleetMemberAPI> getMembersListCopy();
   List<FleetMemberAPI> getCombatReadyMembersListCopy();
   FleetMemberAPI getFlagship();
   int getFleetPoints();
   boolean isPlayerFleet();
   void addFleetMember(FleetMemberAPI member);
   void removeFleetMember(FleetMemberAPI member);
   
   
   void setName(String name);
   float getTotalSupplyCostPerDay();
   int getNumCapitals();
   int getNumCruisers();
   int getNumDestroyers();
   int getNumFrigates();
   int getNumFighters();
   
   float getTravelSpeed();
[close]

FleetMemberAPI:
Spoiler

   PersonAPI getCaptain();
   void setCrewXPLevel(CargoAPI.CrewXPLevel crewXP);
   
   
   String getShipName();
   void setShipName(String name);
   
   String getSpecId();
   FleetMemberType getType();
   
   boolean isFlagship();
   
   int getNumFlightDecks();
   boolean isCarrier();
   boolean isCivilian();
   void setFlagship(boolean isFlagship);
   int getFleetPointCost();
   boolean isFighterWing();
   boolean isFrigate();
   boolean isDestroyer();
   boolean isCruiser();
   boolean isCapital();
   CargoAPI.CrewXPLevel getCrewXPLevel();
   float getFuelCapacity();
   float getCargoCapacity();
   float getMinCrew();
   float getNeededCrew();
   float getMaxCrew();
   float getFuelUse();
   float getHangarSpace();
   float getBaseValue();
[close]

Any requests?
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keptin

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #580 on: July 24, 2012, 04:12:38 PM »

One day soon, I'll log on and in the corner of the forum page there'll be... News: Starferer 0.53.0a is out!

...and I'll smile.

Alex

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #581 on: July 24, 2012, 04:19:03 PM »

Screenshot of the Mule (click to view full size):



One day soon, I'll log on and in the corner of the forum page there'll be... News: Starferer 0.53.0a is out!

...and I'll smile.

Likewise :) Seriously, I can't wait to get this in your guys' hands - just a few things we've got to wrap up before that can happen.
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CrashToDesktop

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #582 on: July 24, 2012, 04:28:50 PM »

Another!...combat freighter?  Sounds like more pirates. ;D
But then again, it has that midline feel and look to it.  Can't want to test it out. :)

EDIT:
That rear light MG sticks out A LOT in the exhaust light.  Can something be done about that?
And a "few" things to sort out?  I say it's released withing a week from now. ;D
« Last Edit: July 24, 2012, 04:35:24 PM by The Soldier »
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Faiter119

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #583 on: July 24, 2012, 04:37:42 PM »

Nice, reminds me of a Destroyer sized Venture. Can't wait to get my hands on that, and while we are talking about waiting... You see where i am going. ?
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K-64

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #584 on: July 24, 2012, 04:39:34 PM »

I'm quite liking the look of the Mule there. From what I can see there, it appears to be able to take a fair beating, especially for a freighter, be it combat or no.

As an aside point, are thrusters ever going to be truly directional? I was testing earlier on with having a rear pointing thruster to see if it would only activate if I put the ship in reverse, unfortunately it didn't work. Such a feature would be one of the small details that'd make the combat that bit more flavoursome than it already is
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