StarMade v0.19318 New Explosions, Tools, and Bug Fixes

    Joined
    Sep 29, 2013
    Messages
    434
    Reaction score
    1,614
    • Master Builder Silver
    • Competition Winner - Small Fleets
    • Legacy Citizen 8
    Finally the most important update ever. No more server messages on top of my advanced build mode menu! So annoying!
     
    Joined
    Jun 16, 2014
    Messages
    32
    Reaction score
    1
    Great update. So far it has corrupted my starmade.jar, and after doing a full ireinstall now the game dosent start at all....yep you fixed all known issues and bugs...you killed the game all together...id love to tell you what the issue is but it seems no logfiles are being generated at all....just wont start.
     

    Ithirahad

    Arana'Aethi
    Joined
    Nov 14, 2013
    Messages
    4,152
    Reaction score
    1,330
    • Purchased!
    • Top Forum Contributor
    • Legacy Citizen 8
    Yeah, one of my installs works fine now with the update, the other doesn't at all. IDK what happened; reinstall probably won't fix it. I'll do a bit of poking around, but... :\
     

    schema

    Cat God
    Joined
    Feb 17, 2012
    Messages
    1,552
    Reaction score
    2,604
    • Schine
    Great update. So far it has corrupted my starmade.jar, and after doing a full ireinstall now the game dosent start at all....yep you fixed all known issues and bugs...you killed the game all together...id love to tell you what the issue is but it seems no logfiles are being generated at all....just wont start.
    Sorry, I'm not sure why that happened. It works fine for me updating.

    A corruption could have many reasons. The game usually checks the hash for validity, maybe it has something to do with the cloud (as that would explain a regional corruption)

    Do you get any logs generated in your StarMade/logs/log.txt.0 ?
    [DOUBLEPOST=1436630269,1436630229][/DOUBLEPOST](if it is indeed the cloud, the corruption might fix itself in time)
     
    Joined
    Aug 1, 2013
    Messages
    302
    Reaction score
    46
    • Purchased!
    • Community Content - Bronze 1
    • Legacy Citizen 4
    Very cool sounding update. I'm gonna have to test out the missles now. Also do you get to tell the ai what system to shoot at? Or do they randomly select one and fire at it. Or do they switch between systems every few seconds.
     

    schema

    Cat God
    Joined
    Feb 17, 2012
    Messages
    1,552
    Reaction score
    2,604
    • Schine
    Very cool sounding update. I'm gonna have to test out the missles now. Also do you get to tell the ai what system to shoot at? Or do they randomly select one and fire at it. Or do they switch between systems every few seconds.
    They currently do it randomly switching around every 10 seconds. Missiles do keep their target once set.

    The system is build to support prioritization manually, as well as automatically (by giving systems more importance in the random selection), and that will be build in in future updates, as the manual one requires a fair bit of gui work.

    Also what will come with that is an upgrade to scanners to see where the systems of your enemy are, with the possibility to update that into a onHud leading shot indication.
     

    Ithirahad

    Arana'Aethi
    Joined
    Nov 14, 2013
    Messages
    4,152
    Reaction score
    1,330
    • Purchased!
    • Top Forum Contributor
    • Legacy Citizen 8
    You might want to reimplement grouping bonuses, then, at least for thrusters and power storage... Otherwise people will just start making messy mixes of systems so that nobody can disable their systems easily.
     
    Joined
    Aug 1, 2013
    Messages
    302
    Reaction score
    46
    • Purchased!
    • Community Content - Bronze 1
    • Legacy Citizen 4
    They currently do it randomly switching around every 10 seconds. Missiles do keep their target once set.

    The system is build to support prioritization manually, as well as automatically (by giving systems more importance in the random selection), and that will be build in in future updates, as the manual one requires a fair bit of gui work.

    Also what will come with that is an upgrade to scanners to see where the systems of your enemy are, with the possibility to update that into a onHud leading shot indication.
    Thank you for the quick reply but I have one more question. Do they target the systems in general or do they pick a specific system. Such as only firing at power reactors or just thrusters?
     

    schema

    Cat God
    Joined
    Feb 17, 2012
    Messages
    1,552
    Reaction score
    2,604
    • Schine
    Thank you for the quick reply but I have one more question. Do they target the systems in general or do they pick a specific system. Such as only firing at power reactors or just thrusters?
    they pick different ones each switch, and target a block (and switch to another block if that block gets taken out)
     

    Crimson-Artist

    Wiki Administrator
    Joined
    Sep 10, 2013
    Messages
    1,667
    Reaction score
    1,641
    • Video Genius
    • Competition Winner - Stations
    • Wiki Contributor Gold
    wait shouldn't the build inhibitor be a weapon that you fire at a ship to cause a ship wide anti-building debuff? cuz I may not be able to build near a boarding party but i sure can flood a hallway with 20-30 blocks deep walls of advanced armor to stop them
     

    schema

    Cat God
    Joined
    Feb 17, 2012
    Messages
    1,552
    Reaction score
    2,604
    • Schine
    wait shouldn't the build inhibitor be a weapon that you fire at a ship to cause a ship wide anti-building debuff? cuz I may not be able to build near a boarding party but i sure can flood a hallway with 20-30 blocks deep walls of advanced armor to stop them
    This is just one tool of more to come. We go step by step on this to not make boarding better than having an actual ship to combat. For now you can flood your core room, but you can't prevent people torching to you by replacing blocks. There will be more tools, like placable inhibitors with a large range, placable drills, placable shields to protect against turrets, and more
     

    Blakpik

    Angler
    Joined
    Dec 3, 2013
    Messages
    431
    Reaction score
    119
    • Legacy Citizen 10
    wait shouldn't the build inhibitor be a weapon that you fire at a ship to cause a ship wide anti-building debuff? cuz I may not be able to build near a boarding party but i sure can flood a hallway with 20-30 blocks deep walls of advanced armor to stop them
    Wouldn't that negatively impact your ship in combat though? What with the HP system and all?
     

    Crimson-Artist

    Wiki Administrator
    Joined
    Sep 10, 2013
    Messages
    1,667
    Reaction score
    1,641
    • Video Genius
    • Competition Winner - Stations
    • Wiki Contributor Gold
    Wouldn't that negatively impact your ship in combat though? What with the HP system and all?
    it will add mass and increase your max armor HP (Not your current) but unless your ship is really small then i don't think its going to be a big problem
    [DOUBLEPOST=1436639531,1436638545][/DOUBLEPOST]
    This is just one tool of more to come. We go step by step on this to not make boarding better than having an actual ship to combat. For now you can flood your core room, but you can't prevent people torching to you by replacing blocks. There will be more tools, like placable inhibitors with a large range, placable drills, placable shields to protect against turrets, and more
    what about personal time based signal jammers for astronauts? say activating it gives you 5-10 secs of invisibility to turrets but has a 120 sec cooldown time. that way its possible to sneak past astronaut turrets as oppose to being pinned down by them which a place-able shield will only do
     
    Joined
    Feb 23, 2014
    Messages
    26
    Reaction score
    15
    • Purchased!
    • Community Content - Bronze 1
    • Legacy Citizen 3
    Visual changes, eyecandy is fine for players, but API is still needed for server owners... Please raise priority for API...
     
    Joined
    Jul 26, 2013
    Messages
    36
    Reaction score
    7
    I do like the new graphics for the cameras, missile tubes, and damage beams, even if I can't use them.
     

    Crimson-Artist

    Wiki Administrator
    Joined
    Sep 10, 2013
    Messages
    1,667
    Reaction score
    1,641
    • Video Genius
    • Competition Winner - Stations
    • Wiki Contributor Gold
    just tested the damage pulse and they finally move along with the Ship!

    however this buff is off set by the fact that the pulse origin has been moved several blocks in front of its origin block. also damage is still dealt from the center of the pulse outward meaning that when i ram somebody with it deals damage in a tiny bubble several blocks beneath the outer lay of hull. Add to the fact that damage is divided among all blocks in range, unless you have like a gigantic array you're gonna be doing tiny pin pricks of damage.

    The way damage pulse is now its like running a person through with a sword but only the tip of the sword does damage and only if the tip remains inside of your opponents body after your done thrusting. Also the sword would need to be the size of cloud's buster sword to even cause a minor injury let alone a killing blow.

    in order to finally make closing the distant worth the risk, damage pulse needs to do a lot more damage and have its damage extend to the entirety of the burst and while the animation is occurring. Say have its applied in a min/max configuration with the center of the burst dealing the most damage while the edges deal less but still doing damage. if this were the case you could "slash" an opponent by dragging the pulse across they're bow while going for an "impale" will cause the most damage since you'll create an entry wound.

    as a smaller change i would move the pulse origin back slightly so that the bubble causes some overlap with your ship. say 10-20% overlap while the rest is focused on the target. this because at first I didnt even no I was doing any damage cuz i could barley see my pulse after i activated it inside a target.