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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 0.6a (Released) Patch Notes  (Read 553294 times)

phyrex

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #375 on: July 11, 2013, 05:18:15 PM »

argh, my mind is melting from the awesomeness
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Decer304

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #376 on: July 11, 2013, 05:23:19 PM »

So, with the hyperspace travel, is there any use for Fuel? or has it been removed?
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phyrex

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #377 on: July 11, 2013, 05:39:11 PM »

So, with the hyperspace travel, is there any use for Fuel? or has it been removed?

true that ! now with cross-system travel, the fuel has finally a reason to exist !
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Alex

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #378 on: July 11, 2013, 05:57:34 PM »

From your comment on no API for systems does this mean we (modders) will just have the two to play with? Not complaining at all btw, I was quite happy with one! Haha!

Oh no, I just meant it's not quite ready to be shared right now (via javadoc on the web). It'll absolutely be moddable in the 0.6a release; the second system is implemented the way a mod would do it, jump points (and related interactions) are moddable, etc.


How does it handle *stuff* happening in the system your not in? As in, does everything (fleets, spawnpoints) keep running their advance()? Or does it pause and then 'catch up' when the player switches over?

At the moment, it runs the other stuff with 10x the step size, staggered. (So, location A might run in one frame, location B in the next, etc.) The current location you're in, obviously, updates every frame.

Will have to see how that holds up when there are more systems, and more things going on :)


is Askonia also manually defined? Or are we going to procedural generation already?

Manual. There's nothing stopping procedural generation, just don't see much of a reason for it since, as of now, there's just not much you can DO with a new system.

also this is probably gonna be covered by a blog in a bit but I feel like asking anyway: How does the hyperspace work? Do you go into a wormhole to get to a "interstellar map" and then it's intra-system style traveling from there?

Correct.

So, with the hyperspace travel, is there any use for Fuel? or has it been removed?

Going to add it in and see how it feels. Probably won't tweak it too much after that until the Sector takes shape as a whole.
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CrashToDesktop

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #379 on: July 11, 2013, 05:59:16 PM »

Multi-systems. :) Excellent work!

expect my return...
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Grug

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #380 on: July 11, 2013, 06:34:50 PM »

newsystemnewsystemnewsystemnewsystemnewsystemnewsystemnewsystemnewsystem
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ciago92

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #381 on: July 11, 2013, 09:50:43 PM »

freaking awesome as always! excellent timing as I was just getting back into playing it after a month away lol

Soontm can't come soon enough!!

also, love the mothballed ships in convoys thingy! I don't know if you noticed my suggestion personally, but it makes me really happy that it worked out regardless. now you can (almost) be a complete wanderer who never stops at stations (still need a way to acquire personnel)

also appreciate the removal of hangar space, never made a whole lot of sense to me
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Blips

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #382 on: July 11, 2013, 10:08:00 PM »

Great to see the new additions for the upcoming update.

So it sounds like there will be two methods of travel between systems: wormholes and jumping. I'm guessing wormholes are naturally occurring phenomenon - are hyperspace jumps dependent upon "jump gates" or something similar, or can ships just jump independently more like star wars? I'm curious to know if there will be a way of locking down a system and preventing ships from jumping in or out.
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Histidine

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #383 on: July 11, 2013, 10:10:34 PM »

You know all these cool changes only make us sad because we cannot play them, right?  :'(

(just kidding, take your time Alex)

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Temporarily removed "Coordinated Maneuvers" skill
There goes an easy +25 FP  :(
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Doom101

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #384 on: July 11, 2013, 10:57:31 PM »

brainmetling.. oh god im already losing the ability to write.

I presume if we can completely define a system, we being modders, we can make it so a particular faction only shows up in one system?

my slightly melty brain looks forward to any more news or blogs.
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echosierraalpha

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #385 on: July 11, 2013, 11:00:42 PM »

 :o *pinches self* nope, not a dream~ *celebrates*
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naufrago

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #386 on: July 11, 2013, 11:05:26 PM »

Just read the latest patch notes. The news about multiple systems is a nice surprise. Hoping we'll be able to test it out soon!
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Sproginator

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #387 on: July 12, 2013, 12:16:13 AM »

Oh my holy *** on a stick yes!

Thankyou for the new patchnotes, I now have some reading to do on break, expect a summary here
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PCCL

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #388 on: July 12, 2013, 02:09:26 AM »

can AI fleets be made to go between systems yet?
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Upgradecap

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #389 on: July 12, 2013, 04:33:17 AM »

I'd just like to know - how easy is it to implement a new system via mods right now, alex? And how straight-forward is that part of the code?
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