Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
2.6 (December XX, 2015)=========================[...]New commands: - AddOfficer, adds a skilled officer to the player fleet - Hide, makes the player fleet invisible to other fleets - ListStorage, lists everything you've left in a storage tab and its location
Quote from: LazyWizard on November 30, 2015, 05:53:30 PM 2.6 (December XX, 2015)=========================[...]New commands: - AddOfficer, adds a skilled officer to the player fleet - Hide, makes the player fleet invisible to other fleets - ListStorage, lists everything you've left in a storage tab and its location
I swear.I looked it over to make sure it wasn't there before I asked @.@
2.6 (December 03, 2015)=========================Console output in combat uses combat messages instead of floating textCommandUtils findBestXMatch() checks IDs before names (fixes Nexerelin issue)New features: - Command tab completion. Press tab to cycle through all matches for the current command from the cursor onwards, shift+tab to reverse order (does not work for arguments, available in the campaign input dialog only)New commands: - AddOfficer, adds a skilled officer to the player fleet - Hide, makes the player fleet invisible to other fleets - OpenMarket, opens any market's interaction dialog from any system - RemoveHulks, destroys all hulks on the battle mapChanges to existing commands: - AddShip uses list of all variants added to the API in 0.7a, doesn't care about miscapitalizations in variant IDs (requires 0.7a-RC10 hotfix) - AllHulls won't add any hulls that already exist in the target's cargo - AllWeapons gives up to 1,000 of each weapon (used to give 10) - Jump positions the player fleet a safe distance away from the system's star - Jumps to hyperspace in systems without a hyperspace anchor will teleport you to the center of hyperspace as a fallback - List accepts arguments "planets" and "variants" (VERY spammy), "markets" now shows the location, owning faction, and their relationship with the player - Respec properly refunds aptitude points again - Reveal works on the campaign map, maximizes sensor range and strength (both have a hard cap, so revealing the entire map isn't feasible) - AdjustRelationship/SetRelationship changes: - Renamed to AdjustRelation/SetRelation - If a non-existent faction is entered, show list of valid faction IDs - Show both name and ID of affected factions (formerly only showed names) - If only one faction is entered, use player's current faction as the target - If "all" is entered as argument, changes relation with all other factions - RepLevels are allowed as an argument ("friendly", "hostile", etc) - SpawnFleet adds officers to the created fleet, levels based on quality factor (note: SpawnFleet no longer matches vanilla fleet compositions post-0.7a) - SpawnFleet properly sorts fleet members of created fleetsNew aliases: - ar -> AdjustRelation - sr -> SetRelation
Right, i think I got one that you don't have! I _DOUBLE_ checked both the listsIs there any way to clear a specific fleet from the campaign screen? or failing that, destroy all spawned fleets?
Quote from: Auraknight on December 02, 2015, 08:29:17 PMRight, i think I got one that you don't have! I _DOUBLE_ checked both the listsIs there any way to clear a specific fleet from the campaign screen? or failing that, destroy all spawned fleets?^I'm guessing this isn't possible?
2.6b (December 04, 2015)==========================Changes to existing commands: - AllWings won't add any wings that already exist in the target's cargo - SpawnFleet gives an actually playable ratio of officers: Adds 1 officer per 8 combat-ready ships (minimum 2, maximum 15 officers) - SpawnFleet ensures massive fleets aren't spawned touching the player fleet
Your spawnfleet got a little bug , it seems EVERY ship now has an officer