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Topic Summary

Posted by: Nathan_
« on: November 17, 2014, 01:28:57 PM »

The bugfix is up now.
Posted by: Nathan_
« on: November 11, 2014, 01:21:18 PM »

And:
Posted by: Nathan_
« on: November 11, 2014, 01:20:19 PM »

Really good to see this is still going and you are making progress. Unfortunately I have just about no free time at the moment so am not going to get a chance to have a look. Any chance you can post a few screen shots to show how things are shaping up?

sure, again the latest release has some bugs that I'm fixing so some of this won't work unless you are compiling for yourself, but here are some screenshots:
Posted by: chrislocke2000
« on: November 11, 2014, 07:08:39 AM »

Really good to see this is still going and you are making progress. Unfortunately I have just about no free time at the moment so am not going to get a chance to have a look. Any chance you can post a few screen shots to show how things are shaping up?
Posted by: Nathan_
« on: November 10, 2014, 10:40:44 PM »

There is a bug with missile combat that I'll be updating the release for next weekend.
Posted by: Marski
« on: November 02, 2014, 01:01:03 PM »

Awesome
Posted by: Witty
« on: October 29, 2014, 06:01:53 PM »

Glad this project hasn't completely sunk.
Posted by: se5a
« on: October 29, 2014, 12:38:32 AM »

Hooray for progress!
Posted by: KingoftheScots
« on: October 28, 2014, 08:21:12 PM »

Glad to see the project is still alive and progressing.  Keep up the good work!
Posted by: ardem
« on: October 28, 2014, 01:15:22 AM »

Well done guys,

Great to see you guys continuing the great work.
Posted by: Nathan_
« on: October 27, 2014, 09:03:56 PM »

Get it here:
https://github.com/Pulsar4xDevs/Pulsar4x/releases/tag/v0.31-Alpha

This version has missile combat and point defense, which means several new components as well as missiles themselves are designable. Likewise the missile fire control is now functional. On the point defense end turrets, CIWS, and amms can now all be used to shoot down missiles. Turret and missile design may be reached from the turret and missile design buttons on the research project popup, and CIWS, previously added to the research project popup, can now be used to create components. Point defense mode on the F6 individual ship display Combat Settings tab is now functional, and modes may be set for various fire controls. Missiles may also be targetted manually from here. Missiles cannot be the target of any order to move towards them for simplicities sake.

As with the alpha 2 release there are components that are not implemented, but can still be added to ships, these are related to industry and transportation.  Secondary stars orbit extremely quickly, the math says thats how it should go. We'll keep an eye on that however.

[edit]
There is also a much improved orders system via Se5a, a way to remove Log4Net logging(hopefully I got everything there), and some other general background improvements and bugfixes.
[/edit]

Please report any bugs here or on github: https://github.com/Pulsar4xDevs/Pulsar4x/issues