StarMade Dev Update: NPC Factions

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    hmm strange I haven't noticed any of the new default factions spawn but I have seen the generated ones spawn. Trading Guild doesn't have any territory, neither do the pirates or the outcasts, but I have seen a lot of generated factions using those blueprints though.
    I think the randomly generated trade guilds are going to be the the new default trade guild. I was assuming that the old trade guild faction was going to get taken out at some point. Then the generated trade guild faction will get renamed and no longer be a number.
     
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    As the server I usually play on has announced it will be reset when this update is released I was just wondering if there will be a general announcement a few days before release or if we will just have a nice big surprise the next time we log in?
     

    Criss

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    As the server I usually play on has announced it will be reset when this update is released I was just wondering if there will be a general announcement a few days before release or if we will just have a nice big surprise the next time we log in?
    We are hoping to release next week.
     
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    It would appear to me that an NPC faction has need of at least three different ship designs, a cargo transport ship which may or may not be capable of self defense, an asteroid miner which also may or may not be capable of self defense, and some sort of warship. Am I missing any? Will there be a granularity to their ship deployments such that it would be useful to have for instance a small warship/fighter and a larger 'cruiser'? Will we be able to specify that unarmed freighters and traders be escorted by warships, or if they are armed themselves, that they need not be?

    Will we be able to specify the behavior of specific classes of ships, so as to have unarmed traders and miners flee while warships engage?

    Will the ability of a faction to deploy ships depend on the materials that go into those ships? So for instance, if a faction had ships that were very heavy on advanced armor, would their ability to field ships be constrained by their ability to mine or otherwise purchase fertikeen? (I believe this will be the case, but I want confirmation.) If this is the case, it behooves a faction if it's ships are designed to be economical, to require minimal resources, especially ships like traders and miners. It would also make sense if the weaponry/systems of it's warships be a well rounded mixed bag that would make relatively even use of all resources.

    I want to create an NPC faction that will be a serious threat to veteran players (or at least I will try). I'll want not just it's warships built so as to be able to put the hurt on well built PvP ships, but also to be economically capable of fielding those ships in adequate numbers.
     

    StormWing0

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    Speaking of any new updates because the dev server in half dead the last time I tried to connect and the dev build itself is riddled with more bugs than the local roach motel. >.>
     

    Lone_Puppy

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    I wasn't sure where to log this, so I'll post here.

    Today I was playing with starmade-build_20161119_040204.
    I'm not sure if it's because my computer is low powered, but the single player collisions and fleet controls are a bit off.
    • When ordering formation, the ships collide a lot. And if it's the lead ship they collide with, then all hell breaks loose.
    • Sometimes 1 or 2 of the ships in formation do this weird jiggly dance when attempting to align. Almost looks like collision based, but they're spaced well enough apart.
    • The Harvesters don't always work. When they don't they either sit their still or jiggly, or they just fly off outta there!
    Oh yeah, on another note.
    I have a fleet with two new frigates I built. I sent the fleet from 2 2 2 to 2 2 0 and then back to 2 2 2 to watch them coming in. When they arrived back in 2 2 2, all of the docked entities were gone. Not 1 or two, all!
    I closed Starmade and started back up and the entities are still gone.
     

    StormWing0

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    Phabricator
    Sign in or sign up and click the + sign in the upper left. Might want to post some logs up as well. :) I'll see if I can get mine up there as well later.
     
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    Are we getting an update this weekend? or is it another fortnight?
     

    Bogdan

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    In theory, 2 weeks since it was announced that:

    So should be sometime soon
     
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    I am getting excited about jumping back into the game soon! It may be another month or two, but things like this are really changing the dynamic (or providing the framework for a huge dynamic shift shortly).

    Crew will certainly add that next step, to at least simulate a sense of 'other' and stave off the loneliness that can come from sandbox games. My internet connection is poor out here (6mbps, a rip off at 35 a month) but things are improving.

    My skylake i7 6600k and gtx 1080 from black friday came in (snagged both for a total of about 500 bucks). I've got my case and z170a motherboard. Just need a few more components, maybe around new years, and I'll be in business! (upgrading from my current 2009 Toshiba Laptop. Tired of playing the waiting game.

    I THINK it will be able to handle whatever this game can throw at it, but I'm eager to get down back in. Thank you, Team, for all you do.
     

    Ithirahad

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    My skylake i7 6600k and gtx 1080 from black friday came in

    [...]

    I THINK it will be able to handle whatever this game can throw at it, but I'm eager to get down back in. Thank you, Team, for all you do.
    That's overkill for this game. Together with even 4GB RAM (and I expect you'll be getting at least 8-16GB, if not more with that rig) it'll work wonderfully.
     
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    That's overkill for this game. Together with even 4GB RAM (and I expect you'll be getting at least 8-16GB, if not more with that rig) it'll work wonderfully.
    Nothing succeeds like excess.

    I can easily crap out my own system with turret profusion, fleet spam and the like and I'm running a decently powerful gaming rig. Sitting in my station with a few builds docked, my FPS is 120. But if I build 80 extra 5K drones each with 16 turrets in a manner that leaves them stationary so they aren't crashing into one another, but they are still loaded and within draw distance, my FPS will drop to as low as 15. If I order them far enough away that they unload, my FPS goes right back to 120. (If I make the mistake of jumping into the sector I sent them to however, I crap the game completely, as now they are crashing into one another or something.)

    Having an even more powerful rig such as that of Theats will at least in SP, certainly keep FPS cleaner if he starts to go big.
     

    Lone_Puppy

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    It must be really tricky reconfiguring the AI to handle multiple factions. I can understand if it takes them a bit longer.
    I'm hoping we get more fleet commands and they add it to the radial menu.
     
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    I know its overkill for this game.

    My current setup is a 1st or second gen i7 on an 09 or 10 Toshiba Satellite with an Nvidia gtx310m :P I get maybe 20 fps with minimal settings.

    I'm wanting to really thrive with it. I also wanted to build a machine that would last for a good while. I buy a PC almost once a decade, no more than that.

    I'll be rotating between SM and some FPS and RTS games, but I have high hopes for the direction of this game.