StarSector (ex-Starfarer), un X-like à plat ? 0.96a (mai 2023)

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Citation :
Publié par la-fouineuse
Avec le mod Uomoz's Corvus, y'a des events régulier, avec des flottes/races plus difficile.

Mais oue, sinon, rien d'autre pour l'instant.
moi je suis ennemi avec tout le monde je me retrouve coincé je comprend pas ... c'est debile au final je peu presque rien faire car je peux pas acheté d'autre vaisseau.
Je vient de passer 2h sur le jeu qui est simplement génialissime.

Il y a beaucoup de facteurs à prendre en compte tant pour créer ses vaisseaux que pour remporter les batailles ce qui laisse une marge de progressions énorme. Je suis bien loin d'avoir tout compris mais a mon niveau je m'amuse déjà beaucoup.


Les débuts de campagne sont difficiles puisqu'on commence avec un unique appareil de niveau 2 et que les ennemies sont du même niveau et rarement seuls. Il primordiale de ne pas s'approcher des grosses flottes pirates qui sont présentes dès le début, le moindre contacte vous sera fatal.
Rapidement on engrange les credit et on améliore notre force de frappe. Personnellement j'ai choisi de commencer par prendre deux escouades de petits vaisseau niveau 1 qui on pour rôle de détruire les missiles et autres petits vaisseaux ennemies pendant que mon navire de base fait le gros oeuvre. Et la surprise, je m’aperçois que si aucun vaisseau de ma flotte n'a de hangar pour mes nouvelles acquisitions, j'ai un énorme malus de consommation de fourniture qui apparaît. Obliger de faire des aller retour entre au magasin entre chaque combats.
Pour l'instant je n'ai pas oser m'éloigner de la station de départ au cas ou je sortais d'un combat trop difficile : les vaisseaux se réparent tout seul mais c'est plutôt long, alors que c'est instantané dans les stations.
Pour la suite j'ai acheter un nouveau vaisseau de niveau 3 qui me servira à grossir mon armée, mais aussi à mieux gérer mes stocks de matière premier (notamment parce qu'il a des hangar pour mes deux escouades de chasseurs).

Bref, Starsector ça coûte 10€ et c'est très bon, alors manger en.

Dernière modification par Haesik ; 06/04/2013 à 20h49.
Citation :
Publié par lolox
Y a t-il un mod pour le passer en FR ?

Une traduction est-elle prévue ?


Merci
Vu le contenu actuelle du jeu t'as pas besoin de parler anglais pour y jouer.
Les début sont difficiles, tous les ennemies sont plus puissant que toi et en plus tu a pleins de paramètre à géré (ravitaillement, points de flottes, hangar...). Imo il suffit de rester autour de la base de départ en choisissant bien ses cibles. Petit à petit on augmente la puissance d'attaque ne notre flotte, on provoque les autres factions et on explose tout ce qu'on croise. Au bout d'un moment les paramètres qui nous pourrissaient la vie deviennent transparents, seul les combats comptes.

Conseil pour le début, la branche verte (diplomatie ?) est très importante car c'est le seul moyen d'augmenter la taille de sa flotte.

Je suis toujours avec la même partie, prochaines étapes : provoquer le camps bleu et acheter un vaisseau capitale.
J ai fait une première partie normale et une seconde après j ai rajouté le mod Uomoz qui rajoute plein de factions avec les vaisseaux et les armes qui vont avec
Il rajoute aussi une usine qui, lorsqu'on lui vend un produit, la reproduit en petite quantité (et faut racheter plein pot)

une question : j ai 85 en fleet points (sur l écran de la carte du monde) par contre en combat je peux déployer moins de vaisseaux des fois 40 ou 50, 60 ( c est variable). C'est quoi le délire ? -_-
J'aimerais bien que l'ennemie et moi puissions déployer le nombre de vaisseaux correspondant à nos fleet points...
En attendant la version 0.6a qui arrive "pretty soon" selon Alex, le développeur, et qui marquera la première mise à jour depuis pratiquement 10 mois (argh), j'ai relancé StarSector en lui adjoignant un mod communautaire : Exerelin. Il se télécharge ici :

http://fractalsoftworks.com/forum/in...p?topic=6053.0

Ce mod donne du goût au mode campagne, avec une guerre des factions et des événements galactiques. Les factions (nouveaux vaisseaux et équipements, sorte de compilation communautaire) arrive sur la carte sous forme de flotte, et se dirige vers les stations disponibles pour les revendiquer. Ensuite, elles se développent, entrent en guerre ou forment des alliances, envoient des escadrilles vers les ceinture d'astéroides pour miner et récupérer de quoi se développer. C'est assez basique, mais ça fonctionne.

Le joueur fait lui aussi partie d'une faction, et l'IA est autonome pour le développement. Par la vente d'Agents et de Prisonniers, le joueur peut cependant influencer la diplomatie. Les premiers créent des troubles aléatoires dans les relations des factions, tandis que les seconds améliorent les relations du joueur avec la factions de revente. On peut donc péter la gueule d'une faction au hasard, puis s'apercevoir plus tard qu'elle se développe très bien et domine la galaxie, puis changer de chemise en revendant des Prisonniers pour ne plus être en guerre, puis choisir courageusement une cible plus faible. Ce qui n'empêche pas l'IA de déclarer la guerre à nouveau selon des critères qui m'échappent mais qui pétillent.

Voici quelques images de ma partie en cours, avec le mod Exerelin activé.

Ici, je suis en infériorité numérique, mais j'ai de meilleures vaisseaux et je les utilise au mieux. On voit l'IA qui a des vaisseaux détruits, et un qui est "boardable" : si j'ai des Marines en réserve, je peux tenter de prendre le vaisseau, qui sera alors mien. Des Marines peuvent mourir dans l'opération.
http://carnets-virtuels.org/!/starfarer/stars_01.png

Les différents cercles représentent les différentes factions. Les deux cercles bleus sont des stations, dont l'une est un entrepôt, réservé au joueur, pour y placer du matos pour un usage ultérieur.

http://carnets-virtuels.org/!/starfarer/stars_02.png

La carte au départ. Le mod permet de choisir le nombre de planètes, de stations et de factions, avant de les placer aléatoirement sur la carte. De fait, deux parties seront toujours "différentes".

http://carnets-virtuels.org/!/starfarer/stars_03.png

Le vaisseau avec le nuage est celui que je pilote directement. Il ventile l'excès de Flux. Le deux vaisseaux encadrés orange sont mes adversaires, et les deux autres avec des barre vertes font partie de ma flotte et sont dirigés par l'IA. Je peux choisir de piloter n'importe lequel, mais un seul à la fois, avec un délai pour aller de l'un à l'autre (en fait, une capsule vole vers le vaisseau que je veux piloter, faut donc le temps qu'elle arrive).

http://carnets-virtuels.org/!/starfarer/stars_04.png

La carte plus tard, avec occupation des lieux par l'IA. Notez que les planètes ne sont pas à la même place que sur la première carte : c'est normal, chaque objet gravite autour de l'étoile centrale, et les stations elles-mêmes gravitent autour des planètes.

http://carnets-virtuels.org/!/starfarer/stars_05.png

Quand on engage un combat impliquant plusieurs vaisseaux (je crois, plus de 8 ou 9), on passe par une carte tactique, avec des objectifs à capturer qui donnent des bonus et des points de commandes et des points de flottes. Cependant, ce n'est PAS un jeu de stratégie en temps réel, on donne un ou deux ordres, guère plus. L'IA se débrouille assez bien.

http://carnets-virtuels.org/!/starfarer/stars_06.png

Que l'on perde ou que l'on gagne, on amasse de l'XP. Les points sont importants : plus de missiles, plus de portée, meilleure armure, déplacement plus rapide, nouvelles améliorations pour le vaisseaux, etc. On ne peut pas tout prendre (40 niveaux, ce qui permet de maximiser 50% des compétences au mieux).

http://carnets-virtuels.org/!/starfarer/stars_07.png

Ma flotte actuelle avec une vue sur le gros du lot, pour montrer qu'il existe de nombreux paramètres à prendre en compte (et qui comptent, c'est pas juste pour la déco).

http://carnets-virtuels.org/!/starfarer/stars_08.png

Un exemple d'amélioration possible. Ca coute des points, tout comme les armes que l'on installe, donc là encore, faut choisir.

http://carnets-virtuels.org/!/starfarer/stars_09.png

StarSector, malgré un développement leeent, est un excellent jeu de tactique en temps réel, en attendant d'être"plus".
Le patch note looong qui arrive "pretty soon" ainsi que la conception "very moddable" du moteur lui assure je pense un bel avenir. Je veux dire, un beau présent.

Dans un genre très similaire et très différent, y' Drox Operative aussi.

Dernière modification par ( Tchey ) ; 11/09/2013 à 19h56.
J'ai testé ce mod, il est pas mal du tout, car on peut capturer des bases (enfin aider à les capturer en nettoyant autour...), se les faire prendre et les alliances bougent. le monde est donc pas figé, c est sympa
Par contre j'ai dû arrêté la partie à cause d'un bug insolvable.

J'avais fait une partie avec toutes les factions (12 je crois) et une grosse carte. il faudrait que je recommence avec 3 ou 4 factions et une plus ptite carte, ça doit être plus sympa pour conquérir et suivre un peu mieux les alliances.

Je fais pas ce que vous aimez comme vaisseau, perso je prends le Jack Hammer en capital ship, des médusa des tempest en force de frappe et des drone neutrino pour aller capturer les points
Citation :
Publié par Adialdan
J'ai testé ce mod, il est pas mal du tout, car on peut capturer des bases (enfin aider à les capturer en nettoyant autour...),
En fait, maintenant, on peut ! Il faut jouer avec la version DEV du mod, théoriquement instable, mais je n'ai pas eu de soucis jusqu'à présent. Pour capturer une station, il faut une flotte d'au moins trois vaisseaux, dont un vaisseau de transport et un cargo. Ensuite on vient se placer sur la station, on attend environ un jour (une trentaine de secondes IRL je crois), et pouf, la station est à nous. Le vaisseau de transport disparait dans le processus. Bien sûr, sur une station abandonnée c'est facile. Sur une station ennemie avec des flottes de 30 vaisseaux qui patrouillent, c'est une autre histoire !
Ayé : http://fractalsoftworks.com/2013/09/...-0-6a-release/

Citation :
While that’s downloading, let’s take a look at what’s new in this release:

Hyperspace, a new star system, and a new faction
Complete combat sound overhaul
New campaign battle mechanics – use of travel drive to enter the battle space, a new battle type for chasing down escaping ships
Reworked logistics system
“Combat readiness” used to deploy ships into combat
“Logistics rating” combines fleet points and other supply-consuming expenses
New logistical support ships – Construction Rig, Ox-class Tug
Campaign UI overhaul – takes advantage of higher screen resolutions, displays more pertinent information while traveling
Improved fighter mechanics
Adjustable battle size
A ton of modability improvements
Ca ressemble beaucoup à Spaz je trouve.

Sinon les débuts sont vraiment dure ... faut avoir de la chance sur les spawns car la tune part vraiment vite.

J'ai du bien recommencer une 10ene de fois avant d'avoir un start potable.
Je conseille d'attendre la patch 0.61a à venir qui corrige les petits soucis de la 0.6a, bien que ce soit tout à fait jouable en l'état (note du patch à venir : http://fractalsoftworks.com/forum/in...p?topic=6822.0).

Ceci dit, l'univers tout entier attendait la mise à jour du mode Exerelin pour cette nouvelle version, et c'est maintenant chose faite (c'est le mod que je présente quelque messages plus tôt).

http://fractalsoftworks.com/forum/in...p?topic=6053.0

Un rappel de pourquoi c'est bien Exerelin : on peut prendre des stations, influencer les relations entre les factions, améliorer sa faction via un arbre de compétences, et participer à l'économie du secteur. En bref, Exerelin apporte la vie qu'il manque encore à Starsector à ce stade du développement.

Citation :
Exerelin Quick Guide

Starting Out
You can take over a station by moving your fleet up to it and 'hovering' over it. An abandoned station will be taken over instantly (no defenders).

Station Takeover
Once you have your first station, your faction will automatically start taking over other available stations, or stations that your faction is at war with. You can still take over stations, but you will need (at minimum) a super-freighter (i.e atlas or equivalent) and a troop transport (i.e valkyrie or equivalent) in your fleet. Boarding is expensive; you will loose the super-freighter, and any extra supplies/marines/crew on a successful board. If your boarding fails (the defenders kill all the marines in your fleet) you can loose a number of ships.

Your Faction
Your faction will send out boarding fleets, attack fleets (during war), patrol fleets, defense fleets and logistics convoys. Defense and attack fleets are pretty obvious; patrol fleets will change from patrol/raid/attack/defend depending on certain circumstances. Logistics Convoys deliver resources to stations under heavy attack.

Your faction will also deploy mining fleets from it's stations to gather supplies/fuel, which are used (in conjunction with crew and marines) to fund their fleets. A lot of resources will result in larger faction fleets. A prolonged war will strain your factions resources.

Mining (semi-broken currently)
You can mine (although it's kind of broken at the moment, due to the inability to easily hover) by 'hovering' over an asteroid or gas giant and having mining drone wings (or Zorg Worker drones) in your fleet. The number of wings dictates how much you mine.

Diplomacy Items
You can 'trade' diplomacy items (that appear in your storage facility) to other factions station to change your factions relationship with that faction.

Effects as follows:
- Prisoner; increases your factions relationship with the faction you deliver the prisoner to
- Agent; attempts to create a division between the faction you plant the agent at and another faction (not yours)
- Small chance to backfire, resulting in a relationship loss between your faction and thiers
- Small chance to fail with no penalties
- Saboteur; causes a station explosion that reduces a station efficiency and destroys resources (including marines), weapons and ships on the station they are planted on. Good for softening up before boarding.

Also, if you use multiple diplomacy items they will run one after another.

Faction Skill Tree
You can spend attribute and skill points in the Faction Skill Tree to improve aspects of your faction.
De nombreux mods de qualité sont mis à jour régulièrement par la communauté, et après le patch officiel 062A, on en apprend un peu plus sur la prochain gros morceau, le commerce.

Citation :
Update: The hotfix for 0.6.2a is now out. The changes are:

Fixed ArrayIndexOutOfBoundsException crash when flying around in campaign mode
Fixed crash caused by trying to do a drag-select in the command UI while the battle is ending
Fixed crash caused by scuttling last ship at station and then switching to the cargo tab
Fixed issue where exiting to the main menu directly from combat could result in the encounter dialog popping up after loading a saved game
Fixed issue where an enemy fleet with low CR across the board would stand their ground but then not deploy anything in battle
Fixed bug where CR reduction from the Combat aptitude would not apply to the piloted ship if command was transferred prior to battle
“Crash mothballing” now actually works
Hermes description now fits in tooltip
Modding: fixed issue with getFleetManager() crash
Modding: fixed issue with fireSoundOne being played at the first shot rather than at charge startup
Modding: CampaignFleetAIAPI.performCrashMothballingPriorToEscape now takes a FleetEncounterContextPlugin


Citation :
On Trade Design
Posted March 02, 2014 by Alex in Development
An Aside
It’s that time again when I get to talk about stuff that’s going to be in the next release. This time, though, I’m going to talk about it a little earlier in the dev process than I’m usually comfortable with. Why is that? Well, for one, I’d like to talk about it. It’s fun! For two, waiting until it was mostly done would mean this blog post would come out a week or so before the actual release, and I don’t think anybody wants that.

In short, instead of talking about the actual implementation of something, we’re going to talk about the design and the motivations for why things are going to work a certain way. This also means that things almost certainly won’t work exactly as described here, because implementation gets in the way of finely crafted theory on occasion. Consider yourself warned!

Lire la suite : http://fractalsoftworks.com/blog/
En attendant la prochaine version de ce jeu qui prend son temps... voici une image des différents vaisseaux jouables, incluant les mods (testés personnellement, très majoritairement d'excellente qualité) :

http://fractalsoftworks.com/forum/in...p?topic=8150.0

Citation :
Includes the latest ships as of August 7, 2014 for the following entities:

Starsector
Starsector+
Blackrock Driveyards
Citadel
Interstellar Imperium
Exigency Corporation
Ahriman Association
Junk Pirates
The Mayorate
SCY Nation
P.A.C.K.
Shadowyards Heavy Industries
ICE
The Gedune
The P9 Colony Group
ASP Syndicate
Tore Up Plenty
Project Valkyrie
Neutrino Corp
Biomancy Genetic Engineering
The Nomads
Interstellar Federation
09TDcrz.png

Et puis à venir "soon" (plusieurs jours, semaines, mois ?), une amélioration du commerce et des interactions entre les factions.

jangala_trade.jpg

faction_screen.jpg

Autrement dans le même genre mais différent, vous pouvez jouer à Void Expanse : https://forums.jeuxonline.info/showthread.php?t=1253901
Je ne peux pas tester avant une dizaine de jours, donc pas de retour personnel cette fois, mais sachez que la looongue attente en valait visiblement la peine : http://fractalsoftworks.com/2014/10/...0-65a-release/

Version courte :

Citation :

Trade, smuggling, and a working economy with many commodities to buy and sell
Four more star systems
More detailed player-faction relationships – gain reputation and get access to better equipment
Event system – food shortages, bounties, etc
Ship skins for faction-specific flavor
More music
A slew of miscellaneous improvements and balance changes
intel_report_list.jpg

Version longue :

Citation :
Changes as of October 20, 2014

Campaign:

Added bounty event for special pirate/deserter fleets that hide out near various uninhabited worlds
Added penalty for overselling food to market with a shortage (clever speculator... ruinous prices... etc)
Character tab:
Added "confirm" button
Pressing "escape" after points have been assigned but not confirmed will reset the points instead of closing the core UI
Fixed bug where adding points to a skill and then removing them would leave the "reset" button enabled, now properly detects that there's no change to reset
Removed "Frag Bomb Bay" weapon from campaign
Black markets now have a chance have market-owner-faction ships/weapons for sale when stability is low (rather than just black market faction ships/weapons, i.e. pirate)
Big enough (>= size 4) markets with a military base will have a capital ship for sale if the faction has one available
Markets will strengthen patrols if they are losing battles in or around the market's system


Combat:

Can no longer control the ship while paused (i.e. no changing selected weapon group/toggling autofire/etc)
When all the player's ships are destroyed but reserves are still available, will now show the "full retreat" dialog instead of the deployment dialog


Fighters:

Roughly halved logistics cost
No longer benefit from zero-flux speed boost
Piranha now has a Light Machine Gun instead of Swarmers
New fighter-specific version of Swarmer SRM that fires 2 per burst; used by Broadsword and Thunder


Bugfixing

Fixed bug where AI would order a full retreat if the player did not deploy anything for 30 seconds


Modding:

Moved BaseHullMod to com.fs.starfarer.api.combat
Added to WeaponAPI: List<MissileRenderDataAPI> getMissileRenderData()
Changed Mercury id from "shuttle" to "mercury"
Changed some other variant ids




Changes as of September 24, 2014

(Note: this batch of notes does not include some smaller items, in particular a large number of API enhancements.)

Campaign:

Doubled XP gain from combat
Removed speed penalty after winning battle
Added reputation improvement for fighting with enemies of faction if battle is in or near a system with the faction's market
Access to internal comm channels granted at "cooperative" reputation level
Reduced amount of cargo space taken by ship weapons, now 2/4/8 (was: 5/10/20)
Mule combat freighter: medium turret now Energy type. Pirate version has universal turret and built-in Shielded Cargo Holds
Added Shielded Cargo Holds hullmod - reduces chance of contraband detection and amount of regular cargo found by toll scans. Built-in on some ship hulls.
Made changes to ship repairs/related fleet mechanics. Goals: remove sudden extreme supply drain scenarios, simplify rules, give better control over supply expenditure
Repairs now proceed at a fixed rate (per hull size)
Ships consume their supplies cost while 1) recovering CR or 2) performing repairs
"Suspend Repairs" stops both repairs and CR recovery
Ships that are not performing repairs or recovering CR do not consume supplies (previously: consumed 10% of the supply/day value)
Removed "Logistical Priority" toggle
Removed "Supplies to fully repair" ship stat
Field Repairs:
Removed level 10 perk
Base skill now improves ship repair rate by 10% per level
Automated Repair Unit: now also increases the repair rate by 50%
Logistics rating: bonus to max CR and repair rate when over 100%, penalty when below
Construction Rig: now improves repair rate on first damaged ship in the fleet by 50%, max 1 rig per ship
Removed XP gain from losing your own ships
Increased maximum post-combat CR loss from taking hull damage to 50% (was: 25%)
Wolf, Lasher frigates: now have frontal shields, to better work with their front-facing firepower
Hyperion: now has "High Maintenance" built-in hullmod that makes it consume extra supplies per day
Hound, Cerberus: now classified as "combat freighter"
Doubled the prices for all ships
Revamped new game creation dialog
More unified UI feel
More interesting/impactful choices
Balancing:
Greatly reduced amount of salvage from battle
Fighting combat fleets unlikely to result in high profit unless a bounty is also involved
Best opportunity is to attack trade fleets carrying expensive goods
Adjusted fuel use and capacity of ships across the board
Added fuel cost to jumping into hyperspace (but not out), equal to the cost of traveling one light year
Ox-class tug: now limited to a maximum of one per ship
Augmented engines: removed repair penalty, added 25% cargo/fuel capacity penalty (to discourage "automatic" use on freighters and tankers)
Unstable injector: removed burn level bonus
Fleet AI will now consider enemy fleet presence around a jump point when deciding which ones to use
Fleets carrying more than their capacity now also receive a speed penalty. The speed is reduced to burn level 1 for any capacity being over the maximum by a factor of 2.
Added chance for an investigation event to be triggered by player use of comm sniffers
Hull mod tooltips: now highlight relevant information
Removed "send out salvage teams" from post-engagement options; choices are now "maintain contact with the enemy" (functions as "harry" did) and "stand down"
"Stand down" option now takes into account how long a ship has been deployed; last-second deployments en masse will no longer unlock the "stand down" option
Standardized CR loss/second for frigates to 0.25, removed that stat from ship info/tooltip
Added new skins of the Buffalo (freighter) - standard, pirate, Hegemony, Tri-Tachyon
Pursuit-style battles start out with the fleets being much closer; map is smaller - faster pursuit battles, less time needed to catch up
Made fleet movement slightly less inertial (2x acceleration)
Faction info screen now shows what commodities the faction considers illegal
Added "Customs Inspections"
Certain patrols may decide to perform a customs inspection on your fleet if you're in or near a populated star system
Assess a toll based on the cargo value and fleet size
Search for contraband (based on what faction considers illegal); if found, confiscate and assess fine
Evading inspection/refusing to pay toll or fine may result in reputation loss
Cooperation results in a small reputation gain
Patrols will perform customs inspections on NPC fleets
Smuggling:
Trade on the black market reduces the relationship with the faction
When the relationship becomes "inhospitable", can only trade on the black market
Can not trade while patrols are nearby, or if your fleet is larger than 3 frigates or so
Can not trade at all when the relationship becomes "vengeful"
Pirates are ok with trading openly up until "vengeful", then no trade at all
Player now gets price reports for "interesting" commodities throughout the Sector
More updates for commodities in local system
More updates for systems where you've hacked the Comm Relay
Intel tab:
Displays all reports/messages received by the player
Can display the reports as an inbox-style list or as icons on the Sector map
Can filter reports by date/type/location in several ways
"Prices" filter section
Displays color-coded commodity icons near related star systems on the intel map
Can filter by specific commodity/see prices on the map
Ship refit screen: now works with submarkets
All available weapons show up in the weapon selection dialog
Shows what submarket they come from
Ship trade screen:
Can pick submarket to trade with
Better standing unlocks better ships at military base submarkets
Trading in ships now counts for trade/smuggling related reputation adujstments and market stability
Added "Food Shortage" event
Added system-wide "Bounty" event
The player can earn a bounty by destroying ships belonging to enemies of the bounty-paying faction
Driven by fleet losses in or nearby the market's system
Added "Trade Disruption" event
Driven by trade fleet losses
Affects underlying economy simulation
Also picks out several affected commodities and adjusts their prices accordingly, allowing the player to make a profit trading
Smuggling:
Buying/selling goods on the black market (in sufficient volume) will reduce the market's stability and so increase the chance of negative events
Selling (not buying) illegal goods has a much greater impact
Trade on the black market is not subject to tariffs
Faction relationships update
Different tiers: vengeful, hostile, inhospitable, suspicious, neutral, favorable, welcoming, friendly, cooperative
Various actions may improve or damage relationship with a given faction
Each action has limits, for example bounty hunting might not raise the relationship above "welcoming", and won't raise the relationship at all if it's "vengeful"
Added "Military" submarkets to markets with a military base
Can only be traded with if the relationship is positive
Better ships and weapons available at higher standing
If the reputation level is negative, but not hostile, it will go up after a *very* long time (up to a cycle)
Added automatic generation of trade fleets that carry appropriate commodities between markets
Automatic creation of patrols (based on market stability/size)
Markets will generate mercenary fleets when stability is lower. Some of these may actually turn out to be pirates.
Planet light location in star systems now cycles from being above the playing field to below
Habitation glow layers added to inhabited planets
Tri-Tachyon no longer hostile to independents
Added progress bar to new game creation


Music:

New main menu theme
New theme for campaign market interactions (campaign music pauses, resumes after player leaves market)


Combat:

Using 'R' to target a ship now requires less precise mouse positioning when targeting smaller ships and fighters
High Intensity Laser now fires on achieving full charge (instead of starting to fire at partial effectiveness immediately)
Doubled weapon and engine hitpoints


Miscellaneous

Randomized ship deployment order within each row between ships of the same size class
Ship AI:
Much better survivability/not rushing into a bad situation
More dangerous with missiles (aware of how many missiles are in play & how many to fire for a kill)
Harder to bait out missile fire
Conserves higher-capacity missiles (e.g. Harpoon/Sabot Pods)
Missile overhaul:
Changed missile behavior to reduce clumping and slightly increase pressure on PD
Added nicer-looking continuous missile trails (rather than current particle effects)
Harpoon MRM: significantly improved maneuverability, increased hitpoints by 50%
Sabot SRM: fires 5 2nd stage projectiles instead of 1. Higher overall damage, much worse vs armor due to being distributed across 5 hits. Fired in a spread, less likely to miss completely.
Annihilator: increased speed to 400 (from 250), increased acceleration
Reaper torpedoes: faster, much higher acceleration
Atropos torpedoes: faster, higher acceleration, very poor tracking
Salamander MRM: improved maneuverability and top speed; much more reliable.
Swarmer SRM: doubled ammo, first 4 shots per burst, 75 points of HE damage per missile instead of 300 fragmentation
Pilum: improved top speed and acceleration. Can still be dodged effectively, just harder. Deadly vs non-omni-shield frigates w/o PD
All missile pods: increased burst size to 4 and doubled rate of fire
Prettified the "settings" UI a bit


Modding:

Fixed bug in StatBonus that was applying the flat bonus after the mult bonus (the correct order is: percent, flat, mult)
Added CampaignEventListener interface. Methods so far:
void reportPlayerMarketTransaction(PlayerMarketTransaction transaction);
void reportFleetDewspawned(CampaignFleetAPI fleet, FleetDespawnReason reason, Object param);
void reportFleetReachedEntity(CampaignFleetAPI fleet, SectorEntityToken entity);
void reportFleetJumped(CampaignFleetAPI fleet, SectorEntityToken from, JumpDestination to);
Added "beamFireOnlyOnFullCharge" setting to .wpn definition for beam weapons
SoundPlayerAPI.playUISound now returns a SoundAPI object
Fixed bug in SoundAPI that would cause a NullPointerException on every method call if the sound didn't actually play (due to sound being off/too far from the player/etc)
Added DamagingProjectileAPI.getSpawnType()
Added CampaignFleetAPI.addAssignment(FleetAssignment assignment, SectorEntityToken target, float maxDurationInDays, String actionText) - the actionText parameter gets displayed in the tooltip while the assignment is active
Added CampaignFleetAIAPI.setActionTextOverride() - overrides any action text text displayed in the tooltip, including custom actionText
Added FleetAssignment.ORBIT assignment
Added CampaignFleetAPI.setAIMode(). Fleets in AI mode do not use fuel/supplies, require crew, or suffer accidents
Added to SectorEntityToken: addScript()/removeScript()/removeScriptsOfClass()
Faction descriptions: moved out of .faction file to descriptions.csv
Added ShipAPI.setOriginalOwner()
Added to WeaponAPI:
SpriteAPI getBarrelSpriteAPI();
void renderBarrel(SpriteAPI sprite, Vector2f loc, float alphaMult);
boolean isRenderBarrelBelow();
Added ShiAPI.getCombinedAlphaMult()
Added TextPanelAPI.setFontInsignia()/setFontOrbitron()/setFontVictor()
Added RENDER_ADDITIVE renderHint for weapons
Added ship "skins"
Way to define a slightly different hull based on an existing hull
Defined in data/hulls/skins
A skin can:
Set a new sprite/name/description
Remove and/or modify weapon slots
Remove engine slots
Add/remove built-in hullmods and weapons
Changed Cerberus hull id from "warhound" to "cerberus"
Fixed bug with BoundsAPI.clear() - it now works
CombatReadinessPlugin: renamed applyMaxCRLogisticsPenalty to applyLogisticsRatingImpact
ship_data.csv: renamed "repair %/day" to "cr %/day"




Changes as of June 11, 2014

(Note: this batch of notes is probably missing some items.)

Campaign:

Four new star systems (still some work to do populating them with fleets and such)
Economy
Market conditions influence production/consumption
Commodities shipped around to satisfy demand
Shipping affected by distance and faction relationships
28 markets
Added 10+ commodities with unique graphics and sounds
Some examples: Food, Rare Metals, Harvested Organs
New trade and market info screens (details/screenshots here)
Comm relays:
Can install a comm sniffer to intercept messages and gain intelligence
Need to wait (without interruption) for installation to finish
Factions will protect their comm relays from your interference
Added new ship: Shepherd (frigate drone tender)


Miscellaneous:

New graphics for battle objectives (smaller, different)
Save compression: now creates proper zip files


Combat:

Selecting a weapon group with a Tachyon Lance will now automatically switch the view to your target, if any
When switching view to target, you can still move the view around in the area between your ship and the target
Selecting another weapon group will automatically switch the view back to your ship. It's possible to quickly switch the view around by selecting different weapon groups.
The pips on the weapon arc indicator will glow red when there's a danger of friendly fire
Increased weapon and engine health by 100% (harder to disable by regular weapon fire)
Increased EMP damage by 100% across the board


Modding:

Economy configuration: data/campaign/econ/economy.json
Extensive API for markets/economy
EconomyAPI, MarketAPI, SectorAPI.getEconomy(), FactoryAPI.createMarket(), etc
Added required "displayNameWithArticle" field to .faction definition (i.e. "the Hegemony", vs "Tri-Tachyon"
Fixed bug where only the first instance of EveryFrameCombatPlugin ever created would be used (new instances would still be created, but the original one would be used instead)
Added to SectorAPI:
void addTransientScript(EveryFrameScript script);
void removeTransientScript(EveryFrameScript script);
Removed dialogue lines from .faction files; moved to rules.csv (more detail/documentation on that shortly after the release)
Added to EveryFrameCombatPlugin:
void renderInWorldCoords(ViewportAPI viewport);
void renderInUICoords(ViewportAPI viewport);
This will cause existing plugins to not compile until stubs for these methods are added
Should now extend BaseEveryFramceCombatPlugin to avoid this issue in the future (it'll have method stubs)
SectorAPI.getAllEmptyVariantIds() now properly returns hulls with built-in hullmods
Added showDamageWhenDecorative option to .wpn files; see sensordish.wpn for an example
Added:
MissileAPI.getSpriteAPI()
AsteroidAPI.getSpriteAPI()
WeaponAPI.getUnderSpriteAPI()
WeaponAPI.getBarrelSpriteAPI()
CombatAsteroidAPI.getSpriteAPI()
Added:
CombatFleetManagerAPI.isInFullRetreat()
CombatFleetManagerAPI.getDeployedFleetMemberEvenIfDisabled(ShipAPI ship)
Fixed bug with CombatFleetManagerAPI.getAssignment() that basically made it unusable
Star system locations can now be specified in data/campaign/starmap.json. Specifying them in code still works.
Fixed bug where missiles with a custom GuidedMissileAI would still not be affected by flares
Added FactionAPI.getColor()
Added required "logo" key to .faction files
Added optional keys to .faction files: baseUIColor, darkUIColor, gridUIColor. Currently used in trade UI, may be used elsewhere later. If unspecified, will derive default values based on faction color.
Added FactionAPI.getBaseUIColor() etc
Added ModPlugin.onNewGameAfterEconomyLoad()
Mirv missiles can now spawn any type of projectile (i.e. ballistic/pulse laser style moving beam, and plasma shots)
Added projectileRange parameter to behaviorSpec to govern range of non-missile projectiles
Added to FleetMemberAPI:
int getOwner();
void setOwner(int owner);
Decorative modules will no longer be rendered over weapon slot indicators in the refit screen
Added sound source number configuration to settings.json: maxFXSources, maxUISources
Lots of other API improvements not explictly mentioned here



Bugfixing:

Fixed memory leak that would cause multiple copies of the combat engine to not be released
OS X retina issue (only displaying in lower left part of screen) should be fixed
Fixed bug in refit screen that would occasionally display negatively-modified values in green
Fixed crash when opening refit screen immediately after a battle or loading a game, if the first ship in your fleet has critically low (<20%) CR
The flight decks of mothballed/crash mothballed no longer function
Ships for sale at stations now properly draw their name from the faction's name lists
Fixed hull variant related crash bug when resetting the custom variants for a mission and then opening the refit screen




Changes as of April 04, 2014

Campaign:

Added "Intel" tab to keep track of comm messages, news, and other stuff
Intel tab replaces the "outposts" tab purely for temporary UI reasons - do not be alarmed Smiley
Added framework for events
Added framework for player receiving comm messages, including news reports re: events (based on message origin, presence of comm relays, channel message is sent on vs channels the player has access to)


Miscellaneous:

Pressing the power button in the top right of the salvage screen now has the same effect as the continue button (previously, would exit out without taking any salvage)
Changed text of the "End Battle" button in the combat escape menu to be context-appropriate (i.e. "Claim Victory" when the enemy is in full retreat)
Adjusted collision damage to no longer cause excessive damage to shields in certain circumstances (i.e. flamed-out fighters impacting shields)
Added approximate total supply cost to recover from deployment to ship tooltip
Updated sounds:
Refit screen
Shield overload
Engine boost
Some others
Improved jump point graphics
Optimized save file size (about 50% smaller at game start)
Clicking on the "?" button on the fleet screen now shows the Codex entry for the base hull rather than the variant
Updated graphics for Falcon, Eagle, and Ox


Modding:

SectorAPI.doHyperspaceTransition() no longer crashes when jumpLocation == null
Moved get/setName from StarSystemAPI to LocationAPI
Added FleetGoal CombatFleetManagerAPI.getGoal()
Added getId() to SectorEntityToken, all entities now have unique ids
Added LocationAPI.getEntityById()
Added "id" parameter to FactoryAPI.createJumpPoint, LocationAPI.addPlanet/addOrbitalStation, StarSystemAPI.initStar
Can pass in null to auto-generate a random id
API-breaking change, mod code needs to be adjusted to provide id parameter
Should, ideally, also stop using LocationAPI.getEntityByName() and start using LocationAPI.getEntityById() instead
Orbital station names no longer include the faction name by default
Added new addOrbitalStation method that allows custom station graphics
Added to SectorEntityToken:
boolean hasTag(String tag);
void addTag(String tag);
void removeTag(String tag);
Collection<String> getTags();
void clearTags();
void setFixedLocation(float x, float y);
void setCircularOrbit(SectorEntityToken focus, float angle, float orbitRadius, float orbitDays);
Added LocationAPI.addCustomEntity()
Entity with custom graphics (can be a sprite, but there's also a custom OpenGL rendering hook)
Entities defined in data/config/custom_entities.json
Added LocationAPI.getEntitiesWithTag(String tag)
Added minCombatZoom/maxCombatZoom to settings.json
Intended for TC use; vanilla not designed to look good beyond default zoom range
All sounds based on ship hull styles now fully moddable (see data/config/hull_styles.json for details)
Damage decals can now be modded per hull style (see data/config/hull_styles.json for details)
Added: CampaignClockAPI createClock(long timestamp)
Planets can now have a glow texture (see lava planet for example); glow can either planet-wide or only show up on the dark side
Added ShieldAPI.getFluxPerPointOfDamage()
IMPORTANT: resources.csv renamed to commodities.csv, expanded with more fields


Bugfixing:

Fixed smart quotes in descriptions (would display as question marks); loading code now replaces those with regular quotes automatically
Heron's variant now uses all of its ordnance points
Fixed crash that could be caused by exporting and deleting saved variants in the campaign
Fleets will no longer have disabled ships/fighter wings in their composition
Low-CR deployment warning will no longer show up for mothballed ships
Fixed issue with "rally strike force" preventing bombers from going on strike assignments
Dedicated strafe left/right keys now work while the "strafe and turn to mouse" key is held down
Fixed crash on loading a game with an encounter dialog to be shown next frame (current workaround is to load another game first)
Fixed issue where max burn bonus from tugs would not show up in the fleet member tooltip (but would still work)
Fixed issue where the tooltip of ships being sold would show the effects of their CR being 0
Fixed bug where left-over flamed out fighters would simply disappear if the wing retreated (now blow up instead)
Fixed bug with targeting empty space while in a video feed (would snap view back to player's ship for one frame)
Hulks no longer play an "engine boost" sound when they reach 0 flux
Fixed issue where ships would occasionally go off to look for an enemy someplace they couldn't possibly be at the start of battle
Fixed bug where battle objectives lifted the fog of war but didn't actually reveal the ships under it
Burst beam weapons will now shut off if the firing ship phase cloaks
Je trouve le début de partie extrêmement difficile et lent. Pour le moment, je ne parviens pas à "démarrer", et après cinq débuts de carrière, je ne sais toujours pas quoi faire pour mieux m'en sortir durant la première heure. Le jeu s'est grandement enrichi, et en même, grandement complexifié. Je suis paumé, ce qui est bien, mais pas top.
idem, j'ai grandement de mal à prospérer, je vais tenter le marchandage en surveillant les prix, mais même ça c'est dur, souvent des npcs marchands arrivent avant et restock le marché qui du coup ne veut plus de mes ressources à prix d'or.
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