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Author Topic: Starsector 0.7a (Released) Patch Notes  (Read 520189 times)

Bribe Guntails

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #555 on: November 09, 2015, 06:52:29 PM »

On the completely different subject of Market Conditions: does the idea of 'the Player or some other in-game force capable of influencing the addition or removal of such conditions' sound consistent within the game?

On some of my wealthy saves I've attempted to significantly influence worlds such as Asharu in the Corvus system in order to help stabilize the market. Should the player have the power to have any influence on such powerful conditions?
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Xeroshiva1029

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #556 on: November 10, 2015, 01:54:42 PM »

Take your time alex, F4 and SW:BF are here/comming and then theres ghost recon wildlands and then theres ass. creed syndicate and the division.. and legacy of the void maybe.
u do you boo boo.
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Midnight Kitsune

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #557 on: November 10, 2015, 04:15:42 PM »

Take your time alex, F4 and SW:BF are here/comming and then theres ghost recon wildlands and then theres ass. creed syndicate and the division.. and legacy of the void maybe.
u do you boo boo.
Yeah he is most likely playing in the wasteland right now
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TJJ

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #558 on: November 10, 2015, 04:29:12 PM »

Take your time alex, F4 and SW:BF are here/comming and then theres ghost recon wildlands and then theres ass. creed syndicate and the division.. and legacy of the void maybe.
u do you boo boo.
Yeah he is most likely playing in the wasteland right now

If it's not the irradiated wastelands of Daedaleon, I don't want to know!

Speaking of which, I think I just spotted a text bug! ;D
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The Soldier

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #559 on: November 10, 2015, 07:27:58 PM »

11th hour bug fixes, huh Alex?

I sense it...the update will arrive VERY SOON.
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Cycerin

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #560 on: November 10, 2015, 07:31:52 PM »

11th hour bug fixes, huh Alex?

I sense it...the update will arrive VERY SOON.

I sense a great disturbance in the force, as if a etc etc etc etc
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Dri

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #561 on: November 10, 2015, 07:59:44 PM »

I check the site like 10 times a day.

Alex pls
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Bribe Guntails

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #562 on: November 11, 2015, 12:14:11 AM »

[FLUX levels intensify]
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TheDTYP

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #563 on: November 11, 2015, 03:37:15 AM »

SOON TM!!!
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ValkyriaL

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #564 on: November 11, 2015, 03:57:03 AM »

I can't even imagine the comments per minute when the update actually hits.
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Spoorthuzad

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #565 on: November 11, 2015, 04:54:02 AM »

I can't even imagine the comments per minute when the update actually hits.
Ehh zero? Because everyone is playing the update :P

Megas

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #566 on: November 11, 2015, 05:59:46 AM »

You would be surprised on the comments a mod or game can get before it is actually played.  If voting is supported, there may be more votes than downloads.
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CopperCoyote

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #567 on: November 11, 2015, 08:28:15 AM »

How is the radio chatter implemented? is it one sound file that is played, or is it several sounds played together depending on the market?

I mostly want to know because my mashed potato of an old computer gets crushed by lots of sounds in java.
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Midnight Kitsune

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #568 on: November 11, 2015, 10:38:18 AM »

How is the radio chatter implemented? is it one sound file that is played, or is it several sounds played together depending on the market?

I mostly want to know because my mashed potato of an old computer gets crushed by lots of sounds in java.
And I hope there is a way to disable/ turn down the frequency of it (for better performance)
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Alex

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #569 on: November 11, 2015, 11:39:08 AM »

How is the radio chatter implemented? is it one sound file that is played, or is it several sounds played together depending on the market?

I mostly want to know because my mashed potato of an old computer gets crushed by lots of sounds in java.

(I have a hard time blaming this on Java - more likely it's just OpenAL playback that your system is struggling with.)

Regardless, there are a couple of tracks - 3 currently - but it's hard to see it being a significant consideration in the grand scheme of things. You get way, way more sounds playing at the same time in many other situations.
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