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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 325210 times)

SafariJohn

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Re: Starsector 0.65.2a (Released) Patch Notes
« Reply #390 on: February 10, 2015, 04:54:46 PM »

(This is where I'm supposed to say that computers are predictable machines and do everything for a reason.)

Yes, yes. It's true.

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All programmers know that that is a lie perpetuated by the machines to lull everyone into a false sense of security. It's not paranoia if they really are out to get you!
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Cosmitz

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Re: Starsector 0.65.2a (Released) Patch Notes
« Reply #391 on: February 10, 2015, 04:55:33 PM »

Well, if you care to download a 20mb archive that deflates into 300mb of the "saves" folder that causes this, be my guest. https://dl.dropboxusercontent.com/u/4037018/zsaves.zip

"Testor" being the 'new' save. Also, rename zsaves to saves once extracted, duh. :p
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Alex

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Re: Starsector 0.65.2a (Released) Patch Notes
« Reply #392 on: February 10, 2015, 05:03:05 PM »

Thanks - hm, not crashing. I suspect the crash has to do with the contents of the mods folder, which would probably weigh in at rather more than 20 or even 300 mb.
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Toxcity

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Re: Starsector 0.65.2a (Released) Patch Notes
« Reply #393 on: February 10, 2015, 05:27:34 PM »

Can you still make ballistics that regenerate like the tpc still?
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xenoargh

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Re: Starsector 0.65.2a (Released) Patch Notes
« Reply #394 on: February 10, 2015, 05:35:15 PM »

Cool, it's out; been waiting for this :)  I'll have feedback when I have enough time for a real playthrough, hopefully this weekend :)
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Alex

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Re: Starsector 0.65.2a (Released) Patch Notes
« Reply #395 on: February 10, 2015, 05:36:11 PM »

Can you still make ballistics that regenerate like the tpc still?

Yep.

Cool, it's out; been waiting for this :)  I'll have feedback when I have enough time for a real playthrough, hopefully this weekend :)

Cool :)
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Cosmitz

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Re: Starsector 0.65.2a (Released) Patch Notes
« Reply #396 on: February 10, 2015, 05:36:26 PM »

Thanks - hm, not crashing. I suspect the crash has to do with the contents of the mods folder, which would probably weigh in at rather more than 20 or even 300 mb.

For the sake of completeness, here's my grubby mod folder too (217mb archived). https://dl.dropboxusercontent.com/u/4037018/mods.zip

And to bring some positives to this mostly downer convo, man do i LOVE the gray text under cargo to show as a reminder of the price lists, and my god is that auto-updating cargo/fuel bar a boon to usability as you loot stuff amazing. Oh and let's not forget the projected supply cost is just a great little quality-of-life addition.

And the station-specific music just adds so much to the experience. Plus the fact that the second in command is actually capable now and doesn't leave ships to escape in obviously-victorious-if-you're-in-charge pursuit.

« Last Edit: February 10, 2015, 06:03:53 PM by Cosmitz »
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EI

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Re: Starsector 0.65.2a (Released) Patch Notes
« Reply #397 on: February 10, 2015, 05:46:17 PM »

I hope this mod doesn't put my energy weapons to shame. >w<

Or does it? O-O
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Toxcity

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Re: Starsector 0.65.2a (Released) Patch Notes
« Reply #398 on: February 10, 2015, 06:09:07 PM »

I hope this mod doesn't put my energy weapons to shame. >w<

Or does it? O-O

I think you posted in the wrong thread  :P .
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Protonus

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Re: Starsector 0.65.2a (Released) Patch Notes
« Reply #399 on: February 10, 2015, 06:11:23 PM »

As far as Protonus realizes, his dream of finally using reload-able ballistics has become a reality for which he can turn 550mm guns into Assault Rifles.  :o
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EI

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Re: Starsector 0.65.2a (Released) Patch Notes
« Reply #400 on: February 10, 2015, 06:15:01 PM »

I think you posted in the wrong thread  :P .

It is about Ballistic weapons making a comeback against Energy weapons. )o)

As far as Protonus realizes, his dream of finally using reload-able ballistics has become a reality for which he can turn 550mm guns into Assault Rifles.  :o

Like this one!  >:(
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CrashToDesktop

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Re: Starsector 0.65.2a (Released) Patch Notes
« Reply #401 on: February 10, 2015, 06:57:10 PM »

@EI
Why the red text?  It rather hurts my eyes. o.O

That aside, the Salamanders are pretty useful.  The fact that single Salamanders reload themselves is amazing.  Almost puts the triple rack to shame - all you need is one to sneak through and it's a done deal.
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EI

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Re: Starsector 0.65.2a (Released) Patch Notes
« Reply #402 on: February 10, 2015, 07:00:48 PM »

@EI
Why the red text?  It rather hurts my eyes. o.O

Hey, I like the color Red! )o)

They remind me of blood. O-O


Also, would the saves be capable of 64-bit OS without the manual intervention? :o
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Protonus

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Re: Starsector 0.65.2a (Released) Patch Notes
« Reply #403 on: February 10, 2015, 07:04:20 PM »

Apologies for having this rather sadistic and forsaken young woman in the community.

I brought her here. Simply because of the new mod she wanted to add up.
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Megas

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Re: Starsector 0.65.2a (Released) Patch Notes
« Reply #404 on: February 10, 2015, 07:04:40 PM »

Salamanders + Fast Missile Racks + Missile Specialization 10 = Overpowered game breaker!

Any player controlled flagship with Fast Missile Racks, especially Venture or Doom, can hang back from afar, and spam Salamanders non-stop, and kill any (unskilled) ship very quickly.  Salamanders will hit, and eventually, once armor is gone, they will murder ships quickly.

This is the first time I would pick Condor over Gemini, at least as a flagship, because Condor can launch Salamanders non-stop.

Salamanders need clip-and-reload like Pilums and MIRVs.

I will comment on other changes later.
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