The effects are bugged. They seem to go by the power it takes to fire them, not the damage values. Try making a waffle of 300 fast firing outputs.. and voila, instastop of ships 5 times your size. (Provided your turret can hit them)
Criss's response was about sharing map data, not using AI fleets to lift fog of war. I tested using fleets to reveal systems and it did not work. I don't make suggestion threads without first testing to see if it's already implemented in game.
The title says it all. I think this would be good because it would add an element of gameplay of delegating exploration tasks out to fleets, thus making them a more integral part of gameplay. A player could still pilot a ship to reveal sectors faster.
As always, constructive thoughts are...
This could be possible with aliases, if they allowed wildcards and could run a script, using the text a player typed.
What do you think about the idea for aliases?
YES! I HAD A SUCCESSFUL RUN FOR A COMMAND TO CHECK ALL STARS IN A SYSTEM!
(the command run is in the text box)
Though I did run into a few issues unfortunately! At first, it wasn't working, so I tried loading the sectors via the "/load_sector_range 5 5 5 10 10 10" command. That didn't...
Simply put
Hello! This idea is to add a brief time-period to your development cycle. Following a release, create an official sticky thread asking the modders in the community what sort of features they might want to have in order to develop content for StarMade. Have this be a normal, usual...
IN SHORT:
Alright, so! This idea is for the devs to open up database access to modders. Basically have a version of StarNet that communicates with the StarMade server, performing a SQL query on a selected open database (such as the world file). There is a TON of useful information available...
To add a few more ideas here for some more admin commands:
/set_personal_permission_selected_entity [PlayerName]
/set_personal_permission_UID [Entity_UID] [PlayerName]
/personal_permission_info_selected_entity
/personal_permission_info_UID [Entity_UID]
These would allow setting who owns a ship...
That is an interesting point! Perhaps the blueprint could be structured as a database instead, thus allowing more than simple linear connections. You could then "inherit docking," allowing for an extendable docking arm.
I don't think the files "have to" be compressed, they just need to be...
I suggest using a zip file because that's what .sment files are. They're just zip files. It's already partially implemented, being the standard format used for sharing StarMade blueprints on the dock. Why not just allow the .sment file to be dropped into the blueprint folder? And when a...
I like the idea of selecting blocks by type, but there is a little bit of a problem here. Currently selections are done based on a parent block. Like a cannon computer is selected with C and then cannon modules can be selected with V or SHIFT + V. The first selection determines what the second...
I honestly don't think StarMade loads every blueprint into active memory upon the game starting. I believe it only loads the blueprint configuration file, which contains the data it needs to provide the ship size, owner, ect. in the blueprint list. I believe it only loads the actual entity...
It is most certainly the depth of the subfolders, whether due to how many subfolders there are or the character length is irrelevant. It is caused by the path being too long. This isn't NTFS that is the problem, it's an artificial limitation imposed by windows of 260 characters.
I can see why...
I ran into a bit of a problem on windows. When trying to move blueprints to a specific folder, windows told me the path was too long. This folder was something like: "c:\folder\starmade\blueprints\11-29-16". This is 4 folders deep. First I wasn't able to move some of the blueprints over...
Exactly. I always strive to be creative and also build to needs, but it's the things we haven't thought of that create the most novel experiences. I am not all knowing or all wise, lol. The more tools at my disposal, the more creative I can be. The more creative other players are, the more I...
I agree with this too. Though the info commands could be shortened to "/virtual_fleet_info". Reason being that regardless of whether a blueprint or UID is used to add a ship, the virtual fleet would actually need to be made using copies of blueprints. If adding a ship to the virtual fleet, it...
I completely agree with your recommendations for fleets! That's a good addition! Thank you for your input here.
It would allow setting some groups as sentries, some as defenders, others as attack forces.. even have NPC's out mining. Also being able to use the fleet controls to despawn groups...
Just to show the first quest I created, "Mystery Box."
The player is moved to an quest instance sector and is locked in. They spawn inside of a small shuttle ship and have to fly over to the box and then move inside. Right now there are about 5 secrets to find. Eventually I'd like to have...
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