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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 0.65.2a (Released) Patch Notes  (Read 325204 times)

SafariJohn

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Re: Starsector 0.65.2a (In Development) Patch Notes
« Reply #345 on: February 09, 2015, 02:07:41 PM »

Alex,

As I humorously implied at the bottom of page 23, is the credits symbol basically going to be a cents sign?
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Alex

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Re: Starsector 0.65.2a (In Development) Patch Notes
« Reply #346 on: February 09, 2015, 02:21:27 PM »

It's this fellow: ¢

So, yeah.
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Wyvern

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Re: Starsector 0.65.2a (In Development) Patch Notes
« Reply #347 on: February 09, 2015, 02:46:54 PM »

Quick question if I may: does the clip reload mechanic interact with the expanded magazines hull mod, and if so, how?

The hullmod increases the maximum ammo. So, for example, if you had 100 ammo and a clip size of 20 (so, 5 clips), and you get +50% from expanded magazines, you'd have 150 ammo, a clip size of 20, and 7.5 clips. The number of clips is a stat derived from max ammo and clip size, so it doesn't actually have to evenly fit into max ammo, and isn't used for anything aside from giving you a sense for what fraction of the ammo gets reloaded per reload.
Is there a way in the API to adjust clip size or reload rate via hullmod or ship system or the like?
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Wyvern is 100% correct about the math.

Dri

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Re: Starsector 0.65.2a (In Development) Patch Notes
« Reply #348 on: February 09, 2015, 02:50:37 PM »

Do clips continue to reload even while the weapon is firing or does the timer till clip reload only tick down when the weapon isn't in use?
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Alex

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Re: Starsector 0.65.2a (In Development) Patch Notes
« Reply #349 on: February 09, 2015, 03:19:22 PM »

Is there a way in the API to adjust clip size or reload rate via hullmod or ship system or the like?

No, there isn't. I could see adding it, it's just not in at the moment.

Do clips continue to reload even while the weapon is firing or does the timer till clip reload only tick down when the weapon isn't in use?

They continue to reload regardless of all other considerations.
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Tartiflette

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Re: Starsector 0.65.2a (In Development) Patch Notes
« Reply #350 on: February 09, 2015, 03:34:40 PM »

Is there a way in the API to adjust clip size or reload rate via hullmod or ship system or the like?
No, there isn't. I could see adding it, it's just not in at the moment.
Do clips continue to reload even while the weapon is firing or does the timer till clip reload only tick down when the weapon isn't in use?
They continue to reload regardless of all other considerations.

Aw dang, I hoped for the first to do the second... Well, my current scripts will have to do then.
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SafariJohn

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Re: Starsector 0.65.2a (In Development) Patch Notes
« Reply #351 on: February 09, 2015, 04:02:02 PM »

It's this fellow: ¢

So, yeah.

lol, at least we have millions of cents in the future. :P
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ahrenjb

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Re: Starsector 0.65.2a (In Development) Patch Notes
« Reply #352 on: February 09, 2015, 05:29:43 PM »

So, with the changes to the Phase Beam there is now no medium sized energy standard beam weapon, right? I like the sound of the new weapon in general, but I'll have to change some of my fittings. I think this is a gap, now. We have the tactical laser in the small slot, the HIL in the large slot, and formerly the med slot was the phase beam.
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Euqocelbbog

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Re: Starsector 0.65.2a (In Development) Patch Notes
« Reply #353 on: February 09, 2015, 06:05:49 PM »

So, with the changes to the Phase Beam there is now no medium sized energy standard beam weapon, right? I like the sound of the new weapon in general, but I'll have to change some of my fittings. I think this is a gap, now. We have the tactical laser in the small slot, the HIL in the large slot, and formerly the med slot was the phase beam.

Graviton Beam.
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ahrenjb

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Re: Starsector 0.65.2a (In Development) Patch Notes
« Reply #354 on: February 09, 2015, 07:25:12 PM »

So, with the changes to the Phase Beam there is now no medium sized energy standard beam weapon, right? I like the sound of the new weapon in general, but I'll have to change some of my fittings. I think this is a gap, now. We have the tactical laser in the small slot, the HIL in the large slot, and formerly the med slot was the phase beam.

Graviton Beam.

Kinetic damage, doesn't really fit the role of a general purpose beam as it's totally useless against armor. Energy damage at least is mediocre all over.
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Alex

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Re: Starsector 0.65.2a (In Development) Patch Notes
« Reply #355 on: February 09, 2015, 07:53:59 PM »

One of the ideas way, way early was that not all weapon sizes provide weapons of all roles, giving another reason to fit smaller weapons into larger slots. Now, it didn't pan out exactly like that across the board, but with that in mind, I wouldn't say that a gap here and there is necessarily a bad thing.
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Histidine

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Re: Starsector 0.65.2a (In Development) Patch Notes
« Reply #356 on: February 10, 2015, 04:24:57 AM »

With its newfound uber range, Tactical Laser spam could probably substitute for the old Phase Beam reasonably well.

It's this fellow: ¢

So, yeah.
Why not ¥ or €? ;D
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ValkyriaL

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Re: Starsector 0.65.2a (In Development) Patch Notes
« Reply #357 on: February 10, 2015, 04:32:00 AM »

or united $ of murica. ;D
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Linnis

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Re: Starsector 0.65.2a (In Development) Patch Notes
« Reply #358 on: February 10, 2015, 05:10:14 AM »

But it will always be yellow. 
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Gothars

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Re: Starsector 0.65.2a (In Development) Patch Notes
« Reply #359 on: February 10, 2015, 05:35:19 AM »

Nice! Does the new elliptical targeting area of ships hold any implications for potential shield form diversification? Or will shields definitely stay circles?


A bit of a shame with the pause function, but I agree that it didn't work out as it was. Any chance of trying something new with it, like an option to make pause cost CP?


Looking forward to the update :)
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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.
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