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

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    Finally the most important update ever. No more server messages on top of my advanced build mode menu! So annoying!
     
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    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

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    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

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    • 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)
     
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    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

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    • 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

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    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.
     
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    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

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    • 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

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    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

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    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

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    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

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    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
     
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    Visual changes, eyecandy is fine for players, but API is still needed for server owners... Please raise priority for API...
     
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    I do like the new graphics for the cameras, missile tubes, and damage beams, even if I can't use them.
     

    Crimson-Artist

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    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.