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Taerkar
Dec 7, 2002

kind of into it, really

I run a number of traders on distribute wares, but the key to them is to focus on certain wares that are currently in high demand in your game. I have three currently that only run around with the various shipyard wares because those are ALWAYS in demand (and I use the player HQ to create the precursors to them)

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Mr. Crow
May 22, 2008

Snap City mayor for life

Saul Kain posted:

Does anyone have a good xbox controller layout? I’be been fiddling with the binds but can’t land on a setup I like.

Obviously from your post it's still undecided but I feel like if using a controller isn't terrible with menu navigation I could spend a lot more time on this game. Playing on the couch sounds very appealing

Less Fat Luke
May 23, 2003

Exciting Lemon
Another beta is out, 4.00 beta 5:

quote:

[Beta 5] New Feature: Terraforming!
[Beta 5] New Feature: New Hostile relation status on map and HUD to indicate objects with which combat is likely.
[Beta 5] Added shortcut to Research menu from HQ-related menus, e.g. Logical Station Overview.
[Beta 5] Added change override order option to Interact menu.
[Beta 5] Added Logbook tab to Object Information menu.
[Beta 5] Added tooltip for amount of reserved wares in ware exchange menu.
[Beta 5] Added player faction to blacklist options.
[Beta 5] Added option to sort Object List by relation.
[Beta 5] Added mining resource information to sector info menu and encyclopedia entries.
[Beta 5] Added option to Interact menu to remove current Dock and Wait order and resume default behaviour.
[Beta 5] Added comm option to ask pilots for way to next sector towards mission target (new feature in 4.00).
[Beta 5] Added missing Follow option for subordinate groups in Ship Interactions menu (new feature in 4.00).
[Beta 5] Added guaranteed completion rewards for all guild mission chains.
[Beta 5] Added mission offers for factions which are at enemy relations to player but not actively hostile.
[Beta 5] Added helpful ship computer warnings to Paranid story maze mission.
[Beta 5] Added ability for Duke's Buccaneers and Duke's Tempest to rebuild HQ.
[Beta 5] Added paint mod rewards to first Split plot investment mission.
[Beta 5] Added paint mod rewards to Paranid plot and subsequent diplomatic investment missions.
[Beta 5] Improved Kha'ak presence and behaviour (again).
[Beta 5] Improved laser tower targeting.
[Beta 5] Improved capital ship combat movement.
[Beta 5] Improved bailing of crew in NPC-vs-NPC case (new feature in 4.00).
[Beta 5] Improved relative resource distribution for ship-building stations.
[Beta 5] Improved disengaging from combat in response to relations with target improving to non-hostile level.
[Beta 5] Improved trade offer prioritisation when station does not have sufficient funds to pay for everything it needs.
[Beta 5] Improved behaviour of recon and police ships to reduce chances of investigating incidents away from densely-inhabited portions of sectors.
[Beta 5] Improved volume and variety of Trader's Corner music.
[Beta 5] Improved transaction log details text for ships selling at stations (new feature in 4.00).
[Beta 5] improved Extensions menu with more details and added toggle in extension list.
[Beta 5] improved layout of resource needs in Station Build menu.
[Beta 5] Improved balancing of Unfolded Potential and An Ethical Challenge missions by reducing requirements for crystals and sedatives.
[Beta 5] Improved balancing of The Mediators, The Insurgence, Fires of Fate and Declaration of Curbs missions by reducing fleet delivery requirements and power of enemy fleets.
[Beta 5] Improved clarity of conversation tooltip about requirements to start Paranid plot.
[Beta 5] Improved diversity of paint mod rewards between guild subscriptions.
[Beta 5] Improved Hatikvah story mission to scan data leak at Scale Plate station.
[Beta 5] Improved reputation rewards for Escalation path of Paranid story diplomatic missions.
[Beta 5] Removed option to drop cargo from units
[Beta 5] Removed Think map filter category and moved those entries to Other category.
[Beta 5] Removed laser towers from ship categories in Encyclopedia.
[Beta 5] Removed Coordinate Attack as default behaviour (new feature in 4.00).
[Beta 5] Fixed ware exchange option being available for ships with which docking is not possible.
[Beta 5] Fixed deceptive trade offer prices and amounts if trade offer information is out of date.
[Beta 5] Fixed NPCs appearing as full-screen background of Map menu under certain circumstances.
[Beta 5] Fixed Sell Ships menu not working when selling many ships (problem introduced in 4.00).
[Beta 5] Fixed scaling for New Default Behaviour context menu.
[Beta 5] Fixed Alert menu not being shown under certain circumstances.
[Beta 5] Fixed aim prediction for weapons on rotating objects.
[Beta 5] Fixed turret aiming against large targets.
[Beta 5] Fixed autopilot sometimes flying back into jumpgate it just exited.
[Beta 5] Fixed defence drones escorting ship not responding to attacks on their fleets.
[Beta 5] Fixed subordinates temporarily taken control over by player sometimes failing to reintegrate into their old command hierarchy.
[Beta 5] Fixed ships being built without any thrusters (problem introduced in 4.00).
[Beta 5] Fixed player-owned stations repeatedly transferring small amounts to player's account if last player-initiated cash transfer was much less than required operating budget.
[Beta 5] Fixed ships not attacking objects belonging to friendly or neutral factions when they have fire authorisation override to to so (new feature in 4.00).
[Beta 5] Fixed traders refusing to trade with blacklisted objects after having been given explicit trade order.
[Beta 5] Fixed automated traders trading with clients after they have moved to blacklisted sector.
[Beta 5] Fixed station-based traders restricting baskets to shortage wares that they are not authorised to trade.
[Beta 5] Fixed construction vessels remaining in unsafe locations when expanding station plots.
[Beta 5] Fixed construction vessels not disengaging when becoming enemy with assigned station.
[Beta 5] Fixed stations continuing to fire on targets that change ownership such to non-hostile faction.
[Beta 5] Fixed docking platform corners not appearing on wharfs which also host faction representative (problem introduced in 4.00).
[Beta 5] Fixed ongoing research still allocating space for resources.
[Beta 5] Fixed NPC getting stuck in tool pickup loop.
[Beta 5] Fixed objects with hull values over 100%.
[Beta 5] Fixed Escape Plan mission sometimes stalling if left for too long.
[Beta 5] Fixed escape pods not launching in Hatikvah Breakdown mission.
[Beta 5] Fixed Split plot not progressing when Passenger gets lost during Rebellious Thralls mission.
[Beta 5] Fixed missing guidance to NPC during Suspicious Split mission in Split story.
[Beta 5] Fixed HQ story signal leak not appearing during specific phase of Hatikvah story.
[Beta 5] Fixed attacking drones in Hatikvah story not turning hostile to player as intended.
[Beta 5] Fixed deployed HQ construction vessels being left behind when warping HQ (new feature in 4.00).
[Beta 5] Fixed multiple repair satellite missions in trade subscription not progressing.
[Beta 5] Fixed By Invitation Only mission to speak to Dal Busta sometimes not having guidance.
[Beta 5] Fixed upkeep mission to assign construction vessel not appearing for newly planned stations.
[Beta 5] Fixed cases where targeting gate displayed triangular target element instead of rectangular one.
[Beta 5] Fixed cases of untargetable objects in first-person mode in certain cases (e.g. pilot chairs on newly constructed ships).
[Beta 5] Fixed cases of missing target elements (problem introduced in 4.00).
[Beta 5] Fixed guidance sometimes not being available when asking NPC for way to destination (problem introduced in 4.00).
[Beta 5] Fixed faction relation bar in target monitor not updating.
[Beta 5] Fixed being dragged into wall by cockpit hatch in Chimera and Asp.
[Beta 5] Fixed floating geometry on graphene production module.
[Beta 5] Fixed several misaligned surface elements.
[Beta 5] Fixed Tobii devices not being detected with recent Tobii drivers.
[Beta 5] Fixed several causes of performance issues.
[Beta 5] Fixed several causes of crashes.

Antigravitas
Dec 8, 2019

Die Rettung fuer die Landwirte:
Terraforming eh?

[lore] Got a bad feeling about this… [/lore]

Womyn Capote
Jul 5, 2004


Have they still not made it any faster to get pilot levels? Last play I did I used the mod that lets you just buy skillbooks.

Less Fat Luke
May 23, 2003

Exciting Lemon

Womyn Capote posted:

Have they still not made it any faster to get pilot levels? Last play I did I used the mod that lets you just buy skillbooks.
Nope, but there are several mods that change the levelling to be less awful in addition to adding those books.

Thom12255
Feb 23, 2013
WHERE THE FUCK IS MY MONEY

Womyn Capote posted:

Have they still not made it any faster to get pilot levels? Last play I did I used the mod that lets you just buy skillbooks.

Nope!

I had made my first billion and I had a grand total of 2, 3 star pilots.

Getting your managers to 5 star is pretty easy though.

Mokotow
Apr 16, 2012

Antigravitas posted:

Terraforming eh?

[lore] Got a bad feeling about this… [/lore]

History is doomed to repeat itself

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Gooch181 posted:

I kind of bounced off x4 a few times, but installed the star wars mod and holy poo poo I'm absolutely hooked.
up do date version here, requires split dlc












How is this one different from the one on the Nexus?

Gooch181
Jan 1, 2008

The Gooch
They weren't putting the new updates on nexus, but I just checked it now and it appears they put the new build from 1/15 on there and it's now up to date.
Just don't use the vortex installer from nexus, their FAQ states it can cause install mistakes.

Drone
Aug 22, 2003

Incredible machine
:smug:


Is it just a ships-and-interiors mod, or does it replace the X universe with a Star Wars one?

Gooch181
Jan 1, 2008

The Gooch
Yeah the ships, interiors, weapons, and factions are in; but the systems and stations and pilots are planned to be made star wars eventually. I think they are waiting on mod tools for some of it or something.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Drone posted:

Is it just a ships-and-interiors mod, or does it replace the X universe with a Star Wars one?

Ships and interiors are not all in. Small craft like X wings and TIE Fighters appear to have theirs in, and the Millenium Falcon (Literally has a gigantic interior compared to x4 large ships. The entirety of the ship is modeled as near as I can tell.) is in, but the larger ships like Star Destroyers are using unmodded interiors.

The exception to this is the Venator. Which has a loving cool mechanic. It has a interior hangar that you can fly through at either end. Meaning it's entirely possible to rocket through that sucker in the middle of a fight.


That being said, the universe is very much Star Wars. All the major factions are in. Including some minor ones like the Mandalorian Deathwatch and Black Sun. The fights are intense, too. We're talking, 100+ ships duking it out on the Imperial border as the Republic remnant and the Rebels invaded together.


Edit: The only downside I can see is that I can't find any supply ships. Though i'm not familiar with the system so I can't say whether or not that's really bad. I read somewhere that you can make any carrier a supply ship, but I have no idea how to do that.

Regardless, putting the up to date cheat mod on the workshop in and spawning a Nomad fixed it for me.


Also the custom built ISD bridge is coming soon.

Archonex fucked around with this message at 15:21 on Jan 29, 2021

Rhjamiz
Oct 28, 2007

Archonex posted:

Also the custom built ISD bridge is coming soon.
Being able to stand imperiously on the bridge of an ISD and direct the course of battle is all I’ve ever wanted out of a Star Wars game.

Thom12255
Feb 23, 2013
WHERE THE FUCK IS MY MONEY

Gooch181 posted:

Yeah the ships, interiors, weapons, and factions are in; but the systems and stations and pilots are planned to be made star wars eventually. I think they are waiting on mod tools for some of it or something.

Is there any hope of mod tools coming out for this when it's been over 2 years since release?

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

Archonex posted:

Ships and interiors are not all in. Small craft like X wings and TIE Fighters appear to have theirs in, and the Millenium Falcon (Literally has a gigantic interior compared to x4 large ships. The entirety of the ship is modeled as near as I can tell.) is in, but the larger ships like Star Destroyers are using unmodded interiors.

The exception to this is the Venator. Which has a loving cool mechanic. It has a interior hangar that you can fly through at either end. Meaning it's entirely possible to rocket through that sucker in the middle of a fight.


That being said, the universe is very much Star Wars. All the major factions are in. Including some minor ones like the Mandalorian Deathwatch and Black Sun. The fights are intense, too. We're talking, 100+ ships duking it out on the Imperial border as the Republic remnant and the Rebels invaded together.


Edit: The only downside I can see is that I can't find any supply ships. Though i'm not familiar with the system so I can't say whether or not that's really bad. I read somewhere that you can make any carrier a supply ship, but I have no idea how to do that.

Regardless, putting the up to date cheat mod on the workshop in and spawning a Nomad fixed it for me.


Also the custom built ISD bridge is coming soon.

Carriers can repair ships without any other qualification other than being a carrier - you can order fighters to repair manually, but they will also repair if the ships AI decides to retreat or if they have nothing better to do. Carriers can also have buy orders for missile parts (which is like ecells, missile components, and something) and be able to rearm fighters manually, but you have to deliver/purchase the goods yourself. Unlike a supply ship, you can't set up an transport to automatically refill the orders, or at least I haven't gotten it to work.

Carriers are however totally unable to repair other capital ships, which is solely the domain of supply ships.

BlankSystemDaemon
Mar 13, 2009



Tripreport from gaming on a server: Doubling the number of threads at basically the same frequency helped a shitton with the simulation.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

TheDeadlyShoe posted:

Carriers can repair ships without any other qualification other than being a carrier - you can order fighters to repair manually, but they will also repair if the ships AI decides to retreat or if they have nothing better to do. Carriers can also have buy orders for missile parts (which is like ecells, missile components, and something) and be able to rearm fighters manually, but you have to deliver/purchase the goods yourself. Unlike a supply ship, you can't set up an transport to automatically refill the orders, or at least I haven't gotten it to work.

Carriers are however totally unable to repair other capital ships, which is solely the domain of supply ships.

Is there a mod that lets carriers have a freighter or trade ship just be assigned to bring supplies? Because that seems like it'd fix it.

Less Fat Luke
May 23, 2003

Exciting Lemon

TheDeadlyShoe posted:

Carriers can repair ships without any other qualification other than being a carrier - you can order fighters to repair manually, but they will also repair if the ships AI decides to retreat or if they have nothing better to do. Carriers can also have buy orders for missile parts (which is like ecells, missile components, and something) and be able to rearm fighters manually, but you have to deliver/purchase the goods yourself. Unlike a supply ship, you can't set up an transport to automatically refill the orders, or at least I haven't gotten it to work.

Carriers are however totally unable to repair other capital ships, which is solely the domain of supply ships.

Carriers actually now have a command called "Buy Supplies" where the carrier will just go around shopping for what it needs (added in beta 4 I believe).

Saul Kain
Dec 5, 2018

Lately it occurs to me,

what a long, strange trip it's been.


What’s a good weapon setup if I want to go whaling for Ks in my Nemesis Vanguard? I tried all neutron gatlings but they were overheating before I could significantly dent the xl shield gens. I took the K down but it required a lot of npc help.

Maybe the split thermal destructors with the shield bleed through?

OwlFancier
Aug 22, 2013

It's been a while since I used vanilla weapons but one benefit of shield penetrating weapons is they're quite good at shooting off surface elements. So you can blow up the guns and shield systems without having to drain the shields first. They allow you to do consistent damage regardless of shield regen.

Really though you will still be struggling to dent a K with a corvette, they just have giant bricks of HP and shield which you can only really crack with a lot of your own guns. Shield bleed through will help you tip the odds for a supporting capital though because if you knock out the generators and guns they're a lot less able to fight back.

I'd probably say bring shield piercers and plasma turrets for sustained DPS on the hull.

Saul Kain
Dec 5, 2018

Lately it occurs to me,

what a long, strange trip it's been.


Shield piercers and plasma turrets are the way. That was really nice. Thermal Destructors just melt surface targets on caps.

bloodychill
May 8, 2004

And if the world
should end tonight,
I had a crazy, classic life
Exciting Lemon
Someone wrote a really good “here is a list of goals to pursue that will help you get into x3 and learn it” guide that finally helped me crack into that game. Has there been a good one written up for x4?

queeb
Jun 10, 2004

m



bloodychill posted:

Someone wrote a really good “here is a list of goals to pursue that will help you get into x3 and learn it” guide that finally helped me crack into that game. Has there been a good one written up for x4?

ooo do you remember what that guide was? i've always wanted to give x3 a real go.


Also im kinda firing up a new game after not playing for awhile. Are miners different now? I started, did some cystal mining for startup cash, bought a mining ship, set it to sector automine in argon prime, dropped a resource probe off at the belt there and the miner just flys to a random spot and does nothing. just kinda floats around. doesnt go to asteroids or anything.

OwlFancier
Aug 22, 2013

Is there anywhere in argon prime buying the ores I guess? Unless they broke something recently they should still work though I put them in Grand Exchange for preference, all 3 subsectors count as the same sector for jump calcs so they have a lot more places to sell.

Darkhold
Feb 19, 2011

No Heart❤️
No Soul👻
No Service🙅
I always found miners work better if you don't put down resource probes. I think at some point there was a bug involving that so maybe it's been patched and I have outdated info.

I'd suggest picking up the probe and resetting the miner and see what happens.

Antigravitas
Dec 8, 2019

Die Rettung fuer die Landwirte:
Afaik that was changed recently, and they actually need resource probes to find stuff now.

Thom12255
Feb 23, 2013
WHERE THE FUCK IS MY MONEY
Miner do work without resource probes but much much much more inefficiently. I think it's a good change, resource probes seemed entirely worthless before.

Bhodi
Dec 9, 2007

Oh, it's just a cat.
Pillbug

queeb posted:

ooo do you remember what that guide was? i've always wanted to give x3 a real go.


Also im kinda firing up a new game after not playing for awhile. Are miners different now? I started, did some cystal mining for startup cash, bought a mining ship, set it to sector automine in argon prime, dropped a resource probe off at the belt there and the miner just flys to a random spot and does nothing. just kinda floats around. doesnt go to asteroids or anything.
I think maybe they're talking about the OP I did way, way back in the day? Don't know if the thread is archived, but 3rd post here https://forums.somethingawful.com/showthread.php?threadid=3552115

Bhodi fucked around with this message at 16:30 on Feb 4, 2021

queeb
Jun 10, 2004

m



Antigravitas posted:

Afaik that was changed recently, and they actually need resource probes to find stuff now.

lol yeah funnily enough, i flew over to grand exchange to scout it out, dropped a resource probe in GE3, and my miner I had set in GE1 to automine that was doign nothing flew over to GE3 and started mining the area I dropped the probe in. so seems like they really need a probe in the belt.

Ass_Burgerer
Dec 3, 2010

Have you guys noticed that some pilots would sometimes horribly miss their destination and proceed to snail the rest of the way from 40km?

Like, I tell them to drop a satellite somewhere and it takes god drat forever to do the last several inches of distance.

Is this related to star levels or something?

Shrimp or Shrimps
Feb 14, 2012


Just X Things

queeb
Jun 10, 2004

m



jesus this star wars mod is legit really good.

Gooch181
Jan 1, 2008

The Gooch
Occasionally it reminds you its a fan made mod for a slightly jankey game, but yeah its real fun.

queeb
Jun 10, 2004

m



do any of you run any of the faction enhancer mods? Wondering if theyre worth playing with.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

Ass_Burgerer posted:

Have you guys noticed that some pilots would sometimes horribly miss their destination and proceed to snail the rest of the way from 40km?

Like, I tell them to drop a satellite somewhere and it takes god drat forever to do the last several inches of distance.

Is this related to star levels or something?

I think this might actually be more of a "framerate" issue. OOS simulation is not running at the full fidelity of stuff near you for performance reasons, so when a ship is travelling at extremely high speeds, they might simply be skipping say, 40km per simulation step and that's basically as much resolution as they get (it's probably not that much exactly, but there is likely some bit of behaviour that tells them to drop to normal speed if they are a certain number of steps away from the target).

This is all just a guess but it is consistent with other stuff that happens in the game (pro-tip: don't alt-tab out while you are travelling in a highway unless you want to be launched hundreds of km outside of the main system area)

BlankSystemDaemon
Mar 13, 2009



The Cheshire Cat posted:

I think this might actually be more of a "framerate" issue. OOS simulation is not running at the full fidelity of stuff near you for performance reasons, so when a ship is travelling at extremely high speeds, they might simply be skipping say, 40km per simulation step and that's basically as much resolution as they get (it's probably not that much exactly, but there is likely some bit of behaviour that tells them to drop to normal speed if they are a certain number of steps away from the target).

This is all just a guess but it is consistent with other stuff that happens in the game (pro-tip: don't alt-tab out while you are travelling in a highway unless you want to be launched hundreds of km outside of the main system area)
If you're alt-tabbing between the game and other things, why not run it in fullscreen windowed mode? That's what it's there for.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

BlankSystemDaemon posted:

If you're alt-tabbing between the game and other things, why not run it in fullscreen windowed mode? That's what it's there for.

Even alt-tabbing out of full-screen windowed throttles the framerate because Windows will de-prioritize it when it's not in focus. It still runs and 99% of the time you will not notice the difference but there are occasionally funny hitches where it does suddenly matter.

Antigravitas
Dec 8, 2019

Die Rettung fuer die Landwirte:

quote:

[Beta 7] New Feature: Emergency eject.
[Beta 7] Added trade assignments for mining ships.
[Beta 7] Added shortcuts from Logical Station Overview to create and edit trade rules.
[Beta 7] Added separate choices for best engine and thruster for velocity-related properties in Encyclopedia.
[Beta 7] Added information about terraforming project cost scaling (new feature in 4.00).
[Beta 7] Added possibility to abort terraforming projects (new feature in 4.00).
[Beta 7] Added log messages for terraforming expenses and payouts (new feature in 4.00).
[Beta 7] Added more information to transaction log entries when selling ships (new feature in 4.00).
[Beta 7] Added performance warning when using certain anti-aliasing settings in combination with volumetric fog (new feature in 4.00).
[Beta 7] Improved behaviour of mining ships when using resource probes.
[Beta 7] Improved smoothness when panning, rotating or scrolling busy map displays.
[Beta 7] Improved low attention combat simulation.
[Beta 7] Fixed encyclopedia showing incorrect Sustained Weapon Output for beam weapons.
[Beta 7] Fixed doubled group entries when assigning ships under certain circumstances.
[Beta 7] Fixed incorrect credit amounts being displayed in logbook after constructing ship for another faction (problem introduced in 4.00).
[Beta 7] Fixed ship constructions in Logical Station Overview showing negative progress when finished.
[Beta 7] Fixed ongoing research still allocating space for resources for a while (improves previous fix in 4.00).
[Beta 7] Fixed player ship becoming uncontrollable when pressing undock key (Shift+D) while already undocking.
[Beta 7] Fixed attacking ships that are not authorised to engage other targets engaging them anyway.
[Beta 7] Fixed half of ships in local highway being killed when player leaves.
[Beta 7] Fixed launched defence drones pursuing targets beyond engagement range.
[Beta 7] Fixed subordinates whose commanders are in blacklisted sectors not operating in their commanders' sectors.
[Beta 7] Fixed stations not accounting for defence drones when dealing damage while player is not present.
[Beta 7] Fixed stations with missile turrets on automatic supply not requesting missile resources.
[Beta 7] Fixed player-owned auto-miners and auto-traders finding sectors that are not yet known to player.
[Beta 7] Fixed A Small Errand mission getting stuck if all lockboxes are opened in quick succession.
[Beta 7] Fixed aborting of individual terraforming builds stalling project progress (new feature in 4.00).
[Beta 7] Fixed stalled terraforming projects by re-creating previously cancelled build orders (new feature in 4.00).
[Beta 7] Fixed missing check for player funds when starting terraforming projects (new feature in 4.00).
[Beta 7] Fixed certain terraforming projects not updating costs when planet population changes (new feature in 4.00).
[Beta 7] Fixed Fund Start-Up terraforming project not costing any credits (new feature in 4.00).
[Beta 7] Fixed interrupted text input when using HOTAS or similar input methods.
[Beta 7] Fixed more repeated blueprint unlock messages on game load (improves previous fix in 4.00).
[Beta 7] Fixed broken construction/deconstruction visualisation (problem introduced in 4.00).
[Beta 7] Fixed Theseus being able to equip mining lasers.
[Beta 7] Fixed Drop Drone engine not being visibly connected to ship hull (new feature in 4.00).
[Beta 7] Fixed several causes of crashes.

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OwlFancier
Aug 22, 2013

Expansions is due out March 16th too, in case folks weren't aware.

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