Dec 20, 2017
Starship Corporation - Ratakari
Thanks to some quality feedback I was able to adress some issues with the artificial humans right away:

Version 1.7.8:

Bugfixes:

- yellow and red alert autoresolve values for cyo crew have been improved
- Cyos can now reload weapons and mining lasers
- Cyos can sterilize rooms (infestation mission)
- room placement outside the hull has been removed
- requirements for all automated contracts have been updated
- general tweak of autoresolve values

Happy Holidays!
Dec 20, 2017
Starship Corporation - Ratakari
Thanks to some quality feedback I was able to adress some issues with the artificial humans right away:

Version 1.7.8:

Bugfixes:

- yellow and red alert autoresolve values for cyo crew have been improved
- Cyos can now reload weapons and mining lasers
- Cyos can sterilize rooms (infestation mission)
- room placement outside the hull has been removed
- requirements for all automated contracts have been updated
- general tweak of autoresolve values

Happy Holidays!
Starship Corporation - [ICE] Surtur


Hey everyone,

We are happy to be able to say that the Artificial Human update is finally out! In addition to the usual bugfixes and balances, Starship Corporation now features an additional type of crew member: Artificial Humans, also called Cybernetic Organisms (CyO).

CyO do not require air, water, food, healthcare or life support, they can replace any profession and are tough built. If they are damaged, all the need to do is to return to their pod. Crew Management has now an additional mission, to prepare the ship to handle malfunctioning CyOs. Decide for yourself if you want to strengthen your crew by adding an artificial human, or if you want to get rid of human error completely.



The market will feature 10 additional contracts for completely automated ships, and they current 60 contracts in all different areas of space travel can be approached in a new way.

We also prepared a little video, explaining the new features:
https://youtu.be/8XhXw_9gjiE
The full changelog can be found below.

Gameplay:
  • added Cyo Chambers (Ship Design, Research)
  • added Cyo Units (Crew Management)
  • added new ERS mission "Cyo Malfunction"
  • added additional contracts (Galaxy Map):
  • Automated Explorer
  • Automated Routeworker
  • Automated Cargoship
  • Automated Border Patrol
  • Automated Tanker
  • Automated Service Craft
  • Auto Builder
  • Robot-Racer
  • Automated Mining Vessel
  • Auto-Assassin
  • tax cuts are based on contribution level
  • research budget is set to 0 when category is complete
  • changed LRM Scout vessel objectives

Bugfixes:
  • improved performance in ship design
  • fixed off_counter error
  • fixed room access error for deck connections
  • fixed missing captain sprite
  • fixed LRM Scout vessel requirements
  • fixed Kartikeya fuselage grid
  • fixed: check if fuselage is researched
  • fixed: not all save files are listed
  • file deletion confirmation for ship files
Starship Corporation - Surtur


Hey everyone,

We are happy to be able to say that the Artificial Human update is finally out! In addition to the usual bugfixes and balances, Starship Corporation now features an additional type of crew member: Artificial Humans, also called Cybernetic Organisms (CyO).

CyO do not require air, water, food, healthcare or life support, they can replace any profession and are tough built. If they are damaged, all the need to do is to return to their pod. Crew Management has now an additional mission, to prepare the ship to handle malfunctioning CyOs. Decide for yourself if you want to strengthen your crew by adding an artificial human, or if you want to get rid of human error completely.



The market will feature 10 additional contracts for completely automated ships, and they current 60 contracts in all different areas of space travel can be approached in a new way.

We also prepared a little video, explaining the new features:
https://youtu.be/8XhXw_9gjiE
The full changelog can be found below.

Gameplay:
  • added Cyo Chambers (Ship Design, Research)
  • added Cyo Units (Crew Management)
  • added new ERS mission "Cyo Malfunction"
  • added additional contracts (Galaxy Map):
  • Automated Explorer
  • Automated Routeworker
  • Automated Cargoship
  • Automated Border Patrol
  • Automated Tanker
  • Automated Service Craft
  • Auto Builder
  • Robot-Racer
  • Automated Mining Vessel
  • Auto-Assassin
  • tax cuts are based on contribution level
  • research budget is set to 0 when category is complete
  • changed LRM Scout vessel objectives

Bugfixes:
  • improved performance in ship design
  • fixed off_counter error
  • fixed room access error for deck connections
  • fixed missing captain sprite
  • fixed LRM Scout vessel requirements
  • fixed Kartikeya fuselage grid
  • fixed: check if fuselage is researched
  • fixed: not all save files are listed
  • file deletion confirmation for ship files
Dec 7, 2017
Starship Corporation - Ratakari


I am almost finished testing the next update! It is going to feature a new type of crew member - Artificial Humans, also called Cybernetic Organisms (CyO):
They do not require air, water, food, healthcare or life support, they can replace any profession and are tough built. If they are damaged, all the need to do is to return to their pod.

There will be new contracts in the market that require this unit, but also all current contracts can be re-imagined using this technology. The downside: Lots of research and construction cost, and "malfunctioning" cybernetic organisms are almost unstoppable - that's why an additional crew management mission will test the counter measures of your ship for this type of emergency. I can't wait to hear what you think about it!
Dec 7, 2017
Starship Corporation - Ratakari


I am almost finished testing the next update! It is going to feature a new type of crew member - Artificial Humans, also called Cybernetic Organisms (CyO):
They do not require air, water, food, healthcare or life support, they can replace any profession and are tough built. If they are damaged, all the need to do is to return to their pod.

There will be new contracts in the market that require this unit, but also all current contracts can be re-imagined using this technology. The downside: Lots of research and construction cost, and "malfunctioning" cybernetic organisms are almost unstoppable - that's why an additional crew management mission will test the counter measures of your ship for this type of emergency. I can't wait to hear what you think about it!
Starship Corporation - Ratakari


I spent some time working on the system to save blueprints and classes. I am happy to report that the unbearable saving times for bigger ships significantly improved. I also removed the step to save classes as extra files - now a blueprint just turns into a class file when completed, and you can go into Ship Design and load classes directly to make modifications.

Unfortunately the saved ratings for your established classes are not available any more - you need to run "Autoresolve" or play some missions again.

Gameplay Changes:

- streamlined file system
(just one file instead of blueprint and class)
- improved saving and loading time for ship files

Bugfixes:

- fixed exploit for routework contracts
- fixed spr_tab_finances error
- fixed end turn division by 0 error
- fixed docking clamp M req for "Small Tanker"
- screensize check removed (choose yourself)
Starship Corporation - Ratakari


I spent some time working on the system to save blueprints and classes. I am happy to report that the unbearable saving times for bigger ships significantly improved. I also removed the step to save classes as extra files - now a blueprint just turns into a class file when completed, and you can go into Ship Design and load classes directly to make modifications.

Unfortunately the saved ratings for your established classes are not available any more - you need to run "Autoresolve" or play some missions again.

Gameplay Changes:

- streamlined file system
(just one file instead of blueprint and class)
- improved saving and loading time for ship files

Bugfixes:

- fixed exploit for routework contracts
- fixed spr_tab_finances error
- fixed end turn division by 0 error
- fixed docking clamp M req for "Small Tanker"
- screensize check removed (choose yourself)
Starship Corporation - Ratakari


This update includes a lot of tweaks and fixes, and most importantly:
the financial overview interface.
As I was playing the game, I realized how much this feature was missing. It is so rewarding to be able to visually track your company's recovery after the initial research spending spree. :)
I also added a trustworthy salvage vessel at startup, so that stranded ships at the beginning can be recovered right away.
Accidents are less likely, and a report tells you what happened to the ship - so that you can improve on specific missions.

Gameplay Changes:

- added total research budget value
- changed "F" as standard for saving projects
- added financial overview
- added salvage vessel at game start
- added salvage contracts
- reduced number of accidents for own ships
- added accident report
- added credit rates
- added routework contracts
- working vessels are shown in red
- raised transport contract prices
- reduced research prices for hatches and corridors

Bugfixes:

- extended clickable area for "start game"
- fixed X-Large Bay Door requirement mismatch
- fixed alarm position not being saved
- fixed crew not present after autoresolve
- fixed crew getting stuck in lifts
- fixed mission showing as failed after saving it
- fixed waypoint error when saving mission
- fixed wrong waypoints for "take suit off" command
- fixed ship renaming
- fixed: assignment not removed when ship is destroyed
- reduced saving of ship class ratings to one event
- changed budget for contract "Tanker"
- fixed ship design rating

I changed a lot of code, so please let me know if I broke something. I will be streamlining the blueprint/ship class process and improve the saving time next.
Starship Corporation - Ratakari


This update includes a lot of tweaks and fixes, and most importantly:
the financial overview interface.
As I was playing the game, I realized how much this feature was missing. It is so rewarding to be able to visually track your company's recovery after the initial research spending spree. :)
I also added a trustworthy salvage vessel at startup, so that stranded ships at the beginning can be recovered right away.
Accidents are less likely, and a report tells you what happened to the ship - so that you can improve on specific missions.

Gameplay Changes:

- added total research budget value
- changed "F" as standard for saving projects
- added financial overview
- added salvage vessel at game start
- added salvage contracts
- reduced number of accidents for own ships
- added accident report
- added credit rates
- added routework contracts
- working vessels are shown in red
- raised transport contract prices
- reduced research prices for hatches and corridors

Bugfixes:

- extended clickable area for "start game"
- fixed X-Large Bay Door requirement mismatch
- fixed alarm position not being saved
- fixed crew not present after autoresolve
- fixed crew getting stuck in lifts
- fixed mission showing as failed after saving it
- fixed waypoint error when saving mission
- fixed wrong waypoints for "take suit off" command
- fixed ship renaming
- fixed: assignment not removed when ship is destroyed
- reduced saving of ship class ratings to one event
- changed budget for contract "Tanker"
- fixed ship design rating

I changed a lot of code, so please let me know if I broke something. I will be streamlining the blueprint/ship class process and improve the saving time next.
...

Search news
Archive
2024
Jul   Jun   May   Apr   Mar   Feb  
Jan  
Archives By Year
2024   2023   2022   2021   2020  
2019   2018   2017   2016   2015  
2014   2013   2012   2011   2010  
2009   2008   2007   2006   2005  
2004   2003   2002