Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Pages: 1 ... 37 38 [39] 40 41 ... 71

Author Topic: Starsector 0.6a (Released) Patch Notes  (Read 553334 times)

Reshy

  • Admiral
  • *****
  • Posts: 1100
  • White
    • View Profile
Re: Starsector 0.6a (In Development) Patch Notes
« Reply #570 on: August 09, 2013, 10:44:34 PM »

So Alex I'm assuming at some point there will be an actual economy with different buying and selling prices for each station?  Will there be commodities (Eg. Spice, Unobtanium, Flux Crystals)?  How will you make being a trader interesting rather than a grind?
Logged

Mattk50

  • Captain
  • ****
  • Posts: 420
    • View Profile
Re: Starsector 0.6a (In Development) Patch Notes
« Reply #571 on: August 10, 2013, 10:08:07 AM »

So Alex I'm assuming at some point there will be an actual economy with different buying and selling prices for each station?  Will there be commodities (Eg. Spice, Unobtanium, Flux Crystals)?  How will you make being a trader interesting rather than a grind?
I'm assuming defending your big slow fleet of freighters from pirates will be quite interesting.
Logged

Vinya

  • Captain
  • ****
  • Posts: 379
  • Vulgar at best...
    • View Profile
    • Mykyria Scifi/Zombie writing blog (Old site)
Re: Starsector 0.6a (In Development) Patch Notes
« Reply #572 on: August 10, 2013, 06:35:17 PM »

Or dodging between huge fleets in your small cargo frigate. That's what I can't wait for.


I don't miss Freelancer at all..... :'(
Logged
If by "good guys" you mean "elitist regime that suppresses colonial independence and thrives off of an overwhelmingly deep gap in wealth between social classes," then yes.

Linnis

  • Admiral
  • *****
  • Posts: 1009
    • View Profile
Re: Starsector 0.6a (In Development) Patch Notes
« Reply #573 on: August 11, 2013, 10:05:10 PM »

Or dodging between huge fleets in your small cargo frigate. That's what I can't wait for.


I don't miss Freelancer at all..... :'(


I really hope exploration will be just as cool as freelancer...
I remember playing freelancer and going to all sorts of cool places... Also fighting pirates beside a neutron star and colliding in to it since its completely black and hard to tell from the background.
Logged

Starlight

  • Commander
  • ***
  • Posts: 155
  • Vulpes Ex Machina
    • View Profile
Re: Starsector 0.6a (In Development) Patch Notes
« Reply #574 on: August 12, 2013, 02:39:50 AM »

I keep checking here weekly like some kind of hopeful ritual. z: )

It's oddly excited me just to know that hyperspace will be implemented like that of Star Control II... I loved that game.  I remember when I picked that up as a teenager from the Washington (original UK, not US) Computer Fair, back when that used to be a thing (before we had Ebuyer and Steam)  having only previously played the original game on the Sega Megadrive (aka Genesis.)  Running on my 386, it completely blew my mind and along with analogue-joystick using flight/spaceflight sim games firmly convinced me of the superiority of PC gaming.  I always thought there should be more like SC2 and there just never was. 

Now I'm watching the development of a new game with superior technology and even more elements that I like.  It's been worth the wait. 

Though now I might have to go and find The Ur-Quan Masters, the fan-remake, just to get a fix... z: )

I'd also like to reiterate what others have said.  I'm super glad that I'll only have to be messing with the campaign folder to get my mod working with the new version, but if more needs to break in time, it just plain needs to break.  Probably better to take the elasterplast off quickly. 
Logged
Starlight; Vulpine Space-Adventurer.  Fond of lasers.

rex

  • Lieutenant
  • **
  • Posts: 77
    • View Profile
Re: Starsector 0.6a (In Development) Patch Notes
« Reply #575 on: August 12, 2013, 08:33:44 AM »

Weekly...

Checking here weekly. Yes, am only checking in weekly to see if there has been a new release. More than that would just be crazy. 

yes.
Logged

FasterThanSleepyfish

  • Admiral
  • *****
  • Posts: 727
  • Blub
    • View Profile
Re: Starsector 0.6a (In Development) Patch Notes
« Reply #576 on: August 12, 2013, 08:41:21 AM »

@rex
I feels yah brah.
Logged

Gothars

  • Global Moderator
  • Admiral
  • *****
  • Posts: 4403
  • Eschewing obfuscatory verbosity.
    • View Profile
Re: Starsector 0.6a (In Development) Patch Notes
« Reply #577 on: August 12, 2013, 01:10:05 PM »

Ha, I have to check daily, it's my duty as a moderator. So, I'm not crazy for the game!  It's not as if I just became a moderator because I was checking daily for updates anyway...


To make checking a bit easier for everyone: Closed until the next update arrives.
Logged
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.

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23986
    • View Profile
Re: Starsector 0.6a (In Development) Patch Notes
« Reply #578 on: August 15, 2013, 08:21:50 PM »

Updated.
Logged

NITROtbomb

  • Commander
  • ***
  • Posts: 127
  • I like Mah glass cannon ships :)
    • View Profile
Re: Starsector 0.6a (In Development) Patch Notes
« Reply #579 on: August 15, 2013, 08:38:56 PM »

wow new ships, cant wait to see them :P

does that mean you have added tug boats?

« Last Edit: August 15, 2013, 08:45:46 PM by NITROtbomb »
Logged
Dancing and playing games, how does that work.. well YOU tell me!

xenoargh

  • Admiral
  • *****
  • Posts: 5078
  • naively breaking things!
    • View Profile
Re: Starsector 0.6a (In Development) Patch Notes
« Reply #580 on: August 15, 2013, 09:00:09 PM »

Quote
void removeSpawnPoint(SpawnPointPlugin point)
Yay!
Logged
Please check out my SS projects :)
Xeno's Mod Pack

Psiyon

  • Admiral
  • *****
  • Posts: 772
  • Trippy
    • View Profile
Re: Starsector 0.6a (In Development) Patch Notes
« Reply #581 on: August 15, 2013, 10:32:50 PM »

I love the idea of making phase ships faster and more maneuverable while in P-space. I actually did a test with something similar a while back (except it was like, +200 speed), and the results were really fun.

It's nice to finally see some of those old ships in the graphics folder be put into the game. Especially interesting is how they're useful only in the campaign, rather than combat. Would be cool if you could find a way to re-purpose those munition ships in a similar way; I've always loved their sprites. Maybe they could give a fleet-wide CR bonus by providing efficient supply distribution, or something.

Also, any chance of a screenshot of the new star graphics?

(And thanks for adding in my suggestions for weapon type damage modifiers. <3)
Logged

FlashFrozen

  • Admiral
  • *****
  • Posts: 988
    • View Profile
Re: Starsector 0.6a (In Development) Patch Notes
« Reply #582 on: August 15, 2013, 11:15:00 PM »

Mmm, finally a pd hint that only makes it hit missiles,
And just wondering, would the Tug/ Navigation skills, only make ships travel between systems faster only? ( means uses fuel faster but gets there faster)
Logged

xenoargh

  • Admiral
  • *****
  • Posts: 5078
  • naively breaking things!
    • View Profile
Re: Starsector 0.6a (In Development) Patch Notes
« Reply #583 on: August 15, 2013, 11:27:01 PM »

Quote
Mmm, finally a pd hint that only makes it hit missiles
Yeah, that's great. 

But are we going to get a similar flag to tell certain weapons not to engage those targets (unless the PD flag is set via script)?  That's definitely on my wish-list, personally; tired of watching weapons try to kill drones instead of killing the mothership. 

Does the fighter-PD state cover Drones as well?  If not, it really should, since they have the same issues.
Logged
Please check out my SS projects :)
Xeno's Mod Pack

Chronosfear

  • Commander
  • ***
  • Posts: 211
    • View Profile
Re: Starsector 0.6a (In Development) Patch Notes
« Reply #584 on: August 15, 2013, 11:43:09 PM »

yeah,pd changes. . i like them. :)
wouldn't it be great if there was something similar to other weapons : can't target fighters and so on?

chronosfear

 
Logged
Be the change that you wish to see in the world.

My words are backed with nuclear weapons
Gandhi (Civ)
Pages: 1 ... 37 38 [39] 40 41 ... 71