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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 553386 times)

Tchey

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #720 on: September 10, 2013, 07:59:27 AM »

Hi there, i could not find it, sorry if it's already well known : is there any ETA for 0.6, beside "when it's done" ? Days, weeks, months ?
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sdmike1

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #721 on: September 10, 2013, 08:01:51 AM »

Hopefully days of weeks but it could be months for all we know :)
The last patch notes was miscellaneous cleanup items so hopefully soontm ;)

RawCode

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #722 on: September 10, 2013, 08:09:19 AM »

possible ETA 16th december :)
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Psycho Society

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #723 on: September 10, 2013, 10:35:30 AM »

I'm going to say... September 29. Yeah. Anyone for october?
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firstattak1

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #724 on: September 10, 2013, 01:56:22 PM »

I would say.....soon or when half life 3 comes out. What ever comes first.
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Alex

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #725 on: September 10, 2013, 02:12:28 PM »

It's pretty soon, guys :)
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icepick37

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #726 on: September 10, 2013, 02:42:55 PM »

Don't tease with that unless you mean it, haha. My heart can't take it.
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SainnQ

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #727 on: September 10, 2013, 03:02:32 PM »

It's pretty soon, guys :)

Hopefully before starbound or star command :/
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Mattk50

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #728 on: September 10, 2013, 03:22:44 PM »

I want disco ball suns that provide the boogie all night long.  There also needs to be an appropriate soundtrack for such a disco sun.

A real pulsar flashes far more than your average disco ball. it would be perfect.
It's pretty soon, guys :)

Hopefully before starbound or star command :/
or stardrive, or starmade, or star citizen, or starprostatexam
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Uomoz

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #729 on: September 10, 2013, 03:38:09 PM »

starsoon™
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Anysy

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #730 on: September 10, 2013, 04:49:20 PM »

Is pretty soon before or after X-Rebirth or Starpoint Gemini 2 steals all of my attention?
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SainnQ

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #731 on: September 10, 2013, 06:38:16 PM »

I want disco ball suns that provide the boogie all night long.  There also needs to be an appropriate soundtrack for such a disco sun.

A real pulsar flashes far more than your average disco ball. it would be perfect.
It's pretty soon, guys :)

Hopefully before starbound or star command :/
or stardrive, or starmade, or star citizen, or starprostatexam

I'm too poor for Star Citizen. I'd love a frigin HOTAS & Oculus Rift setup to play that game with.
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Thaago

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #732 on: September 10, 2013, 07:22:49 PM »

starsoon™

I laughed so hard when I saw this. :D

It's pretty soon, guys :)

Oh man, I just got back into a groove with work too... you're totally going to sabotage me, aren't you?
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Alex

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #733 on: September 10, 2013, 07:32:14 PM »

It's pretty soon, guys :)

Oh man, I just got back into a groove with work too... you're totally going to sabotage me, aren't you?

Hopefully!
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FasterThanSleepyfish

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #734 on: September 10, 2013, 07:35:05 PM »

I want it...
Spoiler

[close]

Oh by the way, will ship systems have an impact on retreating autoresolve? For example; Cycerin's Desinova, the Enforcer and my Comet class have special systems for bursts of speed. They allow them to become hunter/killers for enemy ships on the run, right?
« Last Edit: September 10, 2013, 10:48:17 PM by Foxer360 »
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