Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
I am officially an epoch.
Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.
The game was completed 8 years ago and we get a free expansion every year.
Arranging holidays in an embrace with the Starsector is priceless.
Oh mai, ill have a lot of work to do then:its a BIG image, u were warned.Spoiler[close]
You know all these cool changes only make us sad because we cannot play them, right? (just kidding, take your time Alex)QuoteTemporarily removed "Coordinated Maneuvers" skillThere goes an easy +25 FP
Temporarily removed "Coordinated Maneuvers" skill
*pinches self* nope, not a dream~ *celebrates*
How much is the hyperspace in SS going to resemble the one from Star Control II? Surprised at how feature-heavy this patch is becoming, but I guess it's shaping up to be quite worth the wait.*groans* guess it's time to get back on the modding wagon soon!
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.
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?
can AI fleets be made to go between systems yet?
Will AI Fleets be able to persue the player through wormholes or Jump Points to other systems? Can the AI Fleets even use the wormholes or Jump Points?
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?
Please don't wait too long with a blogpost about hyperspace Alex, I can ....barely.....contain ...all the..........questions!.....
How much is the hyperspace in SS going to resemble the one from Star Control II?
Quote from: Upgradecap on July 12, 2013, 04:33:17 AMI'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?No much more complex than defining Corvus. It's basically the same thing, except there's a step where you define where in hyperspace the system goes.