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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 553369 times)

xenoargh

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #630 on: August 20, 2013, 05:21:16 PM »

Gave the Brawler Burn Drive over here.  Problem solved  ;)
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Mattk50

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #631 on: August 20, 2013, 11:43:45 PM »

I wish there were more mid-tech fleets in corvus to fight. The independents are so rare and there's just not enough hammerheads, eagles etc to actually fight with. And they kinda suck now when i try to use them, so i just dont see em.
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Okim

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #632 on: August 22, 2013, 02:01:36 AM »

Can we have a screenshot/concept art of the TUG? Wondering how its cables are represented.
« Last Edit: August 22, 2013, 03:23:35 AM by Okim »
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Sproginator

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #633 on: August 22, 2013, 02:41:03 AM »

Can we have a screenshop/concept art of the TUG? Wondering how its cables are represented.

Agreed
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Gothars

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #634 on: August 22, 2013, 05:14:22 AM »

It only works in the campaign, I doubt that it has any graphical representation there.
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Okim

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #635 on: August 22, 2013, 05:40:47 AM »

I know. I just want to get some hint on how that cable looks like on the TUG`s sprite.

I have a couple of concepts for the TUGs for Ironclads and i just wish to get some extra inspiration ;)

Gothars

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #636 on: August 22, 2013, 06:17:59 AM »

You mean this sprite?


There's no cable to be seen. Since the cable can not be deployed while you can see the sprite, why would it be visible?

Here's some concept art (but again, without cable; the art is older than the idea, I believe):
Spoiler
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Okim

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #637 on: August 22, 2013, 06:33:58 AM »

That`s quite a small TUG ship. I`ve imagined it to be much larger. About the size of Lasher probably.

Thanks.

EDITED: This TUG seems to be designed to push rather than pull, so yes - monofilament cable is probably a recent idea.

Why i asked for the sprite and cable - cause i would like to make a tough ship with a thick cable with a magnetic clamp on a huge gear on the rear of the ship. Just wanted to get some inspiration...
« Last Edit: August 22, 2013, 06:39:44 AM by Okim »
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xenoargh

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #638 on: August 22, 2013, 07:47:16 AM »

Alex could make it have a beam weapon that does no damage and is aimed at a ship behind it, when the ships enter a battle, showing the tug at work.  Other than calling up a beam / making the weapon fire on command, it's almost certainly possible to show this already :)
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Okim

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #639 on: August 22, 2013, 08:05:45 AM »

That`s what i ment actually:

Spoiler
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But on a ship-scale :)

Gothars

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #640 on: August 22, 2013, 08:39:53 AM »

This TUG seems to be designed to push rather than pull

Both is possible. It reminds me a lot of Homeworld's salvage corvette, which is capable of both pushing and pulling via the same mysterious energy field - or might it have been a matrix of monofilament strings all along?
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The game was completed 8 years ago and we get a free expansion every year.

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xenoargh

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #641 on: August 22, 2013, 09:19:05 AM »

The beam could just use a texture that makes it look like a cable.  Ideally, a quad of a "magnet" graphic could be rendered at the end of the "line".  It wouldn't do cute rope physics or whatever, but it'd look OK.
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Linnis

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #642 on: August 22, 2013, 12:58:44 PM »

This TUG seems to be designed to push rather than pull

Both is possible. It reminds me a lot of Homeworld's salvage corvette, which is capable of both pushing and pulling via the same mysterious energy field - or might it have been a matrix of monofilament strings all along?

Magnets, you cant explain them.

Anyways, I dont think "mysterious energy fields" would seem real nice looking from a 2d perspective.
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Alex

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #643 on: August 22, 2013, 01:09:46 PM »

It only works in the campaign, I doubt that it has any graphical representation there.

Correct! IMO, there's quite enough stuff going on in combat, and adding content to the campaign makes more sense.
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K-64

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #644 on: August 22, 2013, 05:46:26 PM »

Both is possible. It reminds me a lot of Homeworld's salvage corvette, which is capable of both pushing and pulling via the same mysterious energy field - or might it have been a matrix of monofilament strings all along?
Spoiler
[close]

Just gonna hop here and say (off-topicly) that it's probably magnets for the salvagers. At least, it makes sense to me for it to be that.

On-topic though... don't suppose we could get a look-see at that shiny new ship sprites? That is, if there are new sprites for them
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