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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 0.65a (Released) Patch Notes  (Read 257966 times)

Debido

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Re: Starsector 0.65a (In Development) Patch Notes
« Reply #195 on: October 06, 2014, 08:59:06 AM »

  • Ships that are not performing repairs or recovering CR do not consume supplies (previously: consumed 10% of the supply/day value)
  • Hyperion: now has "High Maintenance" built-in hullmod that makes it consume extra supplies per day

Explain.

If the hullmod just increases supply usage while repairing or recovering CR, why not just increase the values on the ship instead of tying it to a hullmod?

Because

Quote
Ships consume their supplies cost while 1) recovering CR or 2) performing repairs
...
Ships that are not performing repairs or recovering CR do not consume supplies (previously: consumed 10% of the supply/day value)
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Megas

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Re: Starsector 0.65a (In Development) Patch Notes
« Reply #196 on: October 08, 2014, 02:54:26 PM »

Seeing that no PD on a Lasher with no omni shield is a bad idea, I looked for another configuration that could work, and did so.  I can still destroy a Hegemony defense fleet with four Lashers.

Lasher
Weapons:  Light Needler, Light Assault Gun x2, Light Machine Gun x2, Harpoon SRM (Single) x2
Hullmods:  Augmented Engines, Expanded Magazines, Front Shield Emitter, Hardened Subsystems, Integrated Targeting Unit, Resistant Flux Conduits
Capacitors:  11
Vents:  10

Light Assault Guns in hardpoints for anti-armor, Light Needler at the front for anti-shield or general purpose assault, and Light Machine Guns at the rear for either point defense or melee attacks.  Vulcan is better than Light Machine Gun for missile defense or finishing off unarmored ships, but it spews ammo too quickly and wastes some, and cannot break shields like machine guns.  Vulcans also have less range than Machine Guns.

Against the defense fleet, Light Assault Guns stripped armor.  Afterwards, if my machine gun ammo was high, I would approach a target and fire machine guns to damage exposed hull.

Compared to my earlier Railgun x2 and Light Assault Gun x3 configuration, I did not waste as much ammo or overload as much.  However, with machine guns, I needed to get close to targets at times to hit them with machine gun fire.  Better to use machine guns when possible and save longer ranged ammo when it is too dangerous to stay close to an enemy.
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Cycerin

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Re: Starsector 0.65a (In Development) Patch Notes
« Reply #197 on: October 09, 2014, 07:15:07 AM »

What's the reasoning behind skins being able to remove, but not add, weapon slots?
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Alex

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Re: Starsector 0.65a (In Development) Patch Notes
« Reply #198 on: October 09, 2014, 10:02:26 AM »

What's the reasoning behind skins being able to remove, but not add, weapon slots?

The idea is that skins are something you can add quickly and can be hand-edited. So, anything that changes coordinates is out - can't adjust the bounds, weapon slot locations, etc.

You could still effectively "add" weapon slots by having all of them in the base .ship, never using it directly, and removing whatever you don't want in each particular skin.


(One might argue that a more comprehensive way of doing skins would have been to have them be essentially alternate .ship files for the same ship. It'd certainly be more flexible, but the current way is simpler, both coding-wise and content-creation-wise.)
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Cycerin

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Re: Starsector 0.65a (In Development) Patch Notes
« Reply #199 on: October 09, 2014, 02:19:02 PM »

Yeah, that makes sense. Guess it still pays to use entirely separate ships for some things.
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Alex

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Re: Starsector 0.65a (In Development) Patch Notes
« Reply #200 on: October 09, 2014, 04:32:44 PM »

Per LazyWizard's suggestion, for modders: here's an advance version of the starfarer.api jar to compile against.

http://www.fractalsoftworks.com/starfarer.api/starfarer.api.jar

Warning: it's not final, different aspects of the API could change without notice, etc etc.
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Steven Shi

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Re: Starsector 0.65a (In Development) Patch Notes
« Reply #201 on: October 13, 2014, 08:57:44 PM »

Er...just to let Alex know I purchased Divinity: OS last weekend and boy is it sucking up all my free time.

So, no rush, take all the time you need for 0.65a.  ;D
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Gothars

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Re: Starsector 0.65a (In Development) Patch Notes
« Reply #202 on: October 14, 2014, 12:57:17 AM »

I'll close here until news arrive  :)
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Alex

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Re: Starsector 0.65a (Released) Patch Notes
« Reply #203 on: October 20, 2014, 01:10:10 PM »

And it's out!

Get it here.
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Chronosfear

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Re: Starsector 0.65a (Released) Patch Notes
« Reply #204 on: October 20, 2014, 01:16:15 PM »

Omg Omg Omg , grabbing it now !!  ;D

Edit : Oh first one who noticed .. or at least posting .. the others are already playing and donĀ“t have time to reply !

thank you Alex.
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Dri

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Re: Starsector 0.65a (Released) Patch Notes
« Reply #205 on: October 20, 2014, 01:18:37 PM »

I cry.

At long last an update. :P
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TheDTYP

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Re: Starsector 0.65a (Released) Patch Notes
« Reply #206 on: October 20, 2014, 01:19:46 PM »

I just SCREAMED in delight when I logged on, everyone on my floor is probably saying "wtf is wrong with  that guy?"
Thanks, Alex, You just saved me from copious amounts of boredom today, you're the man
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CrashToDesktop

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Re: Starsector 0.65a (Released) Patch Notes
« Reply #207 on: October 20, 2014, 01:21:23 PM »

Alrighty, everyone can be happy.  Now shush, the lot of you, while I play the guts out of this game. :D

And oh, the price went up to $15.  Hm, didn't see that coming.
« Last Edit: October 20, 2014, 01:24:17 PM by The Soldier »
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Alex

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Re: Starsector 0.65a (Released) Patch Notes
« Reply #208 on: October 20, 2014, 01:24:17 PM »

:D

(Also, uploading the updated API javadoc now.)
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silentstormpt

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Re: Starsector 0.65a (Released) Patch Notes
« Reply #209 on: October 20, 2014, 01:27:54 PM »

Major Update on the games framework and added massive changes to the campaign

0.62 -> 0.65
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