
Next version
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Hmm... I think I've already given quite a few spoilers about what's coming up in the next version. Here is a quick recap:
1. Various bug fixes (e.g., Point Juno doesn't black list you).
2. Added (sovSetDisposition) to cause a sovereign to become and enemy (or a friend). This is not currently used (much) in the game, but I can imagine mods would want it.
3. <OnObjDocked> event called for all objects. This is one of the bug fixes that I believe Burzmali is waiting for.
4. Variable-slot devices, including option to have a device take 0 slots. The patch spider now requires no slots (but it does sometimes get damaged if you get hit with your shields down).
5. I'm also in the middle of implementing some kind of Corporate Contract Board (as described in another thread), but I don't know if it's going to work or not.
I suppose after all that you might still be a little unsatisfied. The truth is that I've been working on a bunch of infrastructure improvements that won't be very visible, but that will help me to create better features later. Therefore, don't expect too many brand new features in the next release.
But I do have one more thing...
Here's what you see when you start a new game.
Works for player ship mods too.
1. Various bug fixes (e.g., Point Juno doesn't black list you).
2. Added (sovSetDisposition) to cause a sovereign to become and enemy (or a friend). This is not currently used (much) in the game, but I can imagine mods would want it.
3. <OnObjDocked> event called for all objects. This is one of the bug fixes that I believe Burzmali is waiting for.
4. Variable-slot devices, including option to have a device take 0 slots. The patch spider now requires no slots (but it does sometimes get damaged if you get hit with your shields down).
5. I'm also in the middle of implementing some kind of Corporate Contract Board (as described in another thread), but I don't know if it's going to work or not.
I suppose after all that you might still be a little unsatisfied. The truth is that I've been working on a bunch of infrastructure improvements that won't be very visible, but that will help me to create better features later. Therefore, don't expect too many brand new features in the next release.
But I do have one more thing...
Here's what you see when you start a new game.
Works for player ship mods too.
- Betelgeuse
- Fleet Officer
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Can it show starting money too? Deviceless ships are fun to start with and money is important for them. (how does it work for longer lists (multiple weapons) and for ships without devices)
Don't worry about the update not being big enough. The variable-slot devices and external devices will allow many interesting new devices to be created.
Don't worry about the update not being big enough. The variable-slot devices and external devices will allow many interesting new devices to be created.
Crying is not a proper retort!
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I doesn't show money. But you can add that yourself in the description.Betelgeuse wrote:Can it show starting money too? Deviceless ships are fun to start with and money is important for them. (how does it work for longer lists (multiple weapons) and for ships without devices)
Don't worry about the update not being big enough. The variable-slot devices and external devices will allow many interesting new devices to be created.
Currently, it will only show up to two weapons (or one weapon and a launcher). And it will only show two misc devices (not counting drive/cargo/reactor). And it works fine for ships without devices.
Glad you like the new variable-slot devices.
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Yes, I just rendered it larger.dvlenk6 wrote:Is that the same sapphire yacht model that is used in the game graphics?
For a mod you should be able to do the same thing. There is a new parameter on a ship class that lets you point to a single large image for this purpose.
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- Commonwealth Pilot
- Posts: 63
- Joined: Wed Nov 15, 2006 12:39 am
That new ship-selection screen looks incredibly cool, though I have one question/suggestion to it: Can the ships's descriptions (beyond the "The versatile Sapphire yacht blablabla...) from the XML be added? That kind of 'fluff' always adds to the spirit of the game, IMO 
::edit::
Hmmm... Looked through the XMLs... Have the descriptions been removed, or have I just been imagining this whole thing all along?

::edit::
Hmmm... Looked through the XMLs... Have the descriptions been removed, or have I just been imagining this whole thing all along?
Nope, they're still there:Boris the Cat wrote:Hmmm... Looked through the XMLs... Have the descriptions been removed, or have I just been imagining this whole thing all along?
George, how will the ship selection screen work for modding?The PlayerShips.xml wrote: "The versatile Zubrin Yacht is one of the most popular starships for modders."
"This is an updated version of the venerable EI100 freighter."
"The Wolfen is a fast ship design for combat."
1. YAY!george moromisato wrote: 1. Various bug fixes (e.g., Point Juno doesn't black list you).
2. Added (sovSetDisposition) to cause a sovereign to become and enemy (or a friend). This is not currently used (much) in the game, but I can imagine mods would want it.
3. <OnObjDocked> event called for all objects. This is one of the bug fixes that I believe Burzmali is waiting for.
4. Variable-slot devices, including option to have a device take 0 slots. The patch spider now requires no slots (but it does sometimes get damaged if you get hit with your shields down).
5. I'm also in the middle of implementing some kind of Corporate Contract Board (as described in another thread), but I don't know if it's going to work or not.
2. woohoo! that's going in a mission somewhere!
3. uh... gah?
4.SYNAPTIC LINK! YAYAYAYYAYAYAY!
5. Sounds like fun *steals code... when he can get hands on it...*
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- Commonwealth Pilot
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Ah, so they were there, even though I remembered them to be longer than that. Hey, if there's gonna be support for my idea, can I write some longer descriptions?Yugimotomanager wrote:Nope, they're still there:The PlayerShips.xml wrote: "The versatile Zubrin Yacht is one of the most popular starships for modders."
"This is an updated version of the venerable EI100 freighter."
"The Wolfen is a fast ship design for combat."

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No changes are required to mods to use the new screens. The only thing you might want to do is create a larger ship image for the center. Otherwise, it will just use one of the small, in-game images.Yugimotomanager wrote:George, how will the ship selection screen work for modding?
p.s.: The new version also supports more than 12 player ship mods.
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The limit is 14.Yugimotomanager wrote:Ah, good. What's the limit? Or is there no limit?
Just kidding--there is no hard limit.
Trust me, it will make implementing an economy mod much easier.evilbob wrote:3. uh... gah?george moromisato wrote: 3. <OnObjDocked> event called for all objects. This is one of the bug fixes that I believe Burzmali is waiting for.
Very cool. Just wondering-- If things like Patch Spiders can get damaged, is there any realistic means of getting them fixed? Don't get me wrong, that's an awesome feature, but it'd be a pain in the arse if your spider-like devices were constantly getting destroyed in big battles. Then again, if Tinkers or some Commonwealth stations could repair them, it'd be pretty cool.