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)
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)
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.
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.
Thanks for all the feedback! While I am working on the artificial human upgrade, I fixed a few bugs and tried to balance some issues:
Gameplay Changes:
- quarters are maintained by their crew type, not only technicians - set w,a,s,d as standard for panning - added TAB to switch between company, first and last name - added PageUp and PageDown for scrolling in research - changed range requirement for "Routeworker" - changed eev count for for "Light Transport" - slowed economic growth for sytems (to adapt to research speed) - raised gold mining profit
Bugfixes:
- fixed powergrid problem for Skjold fuselage - extended clickable area for left/right pan - fixed start game button? - added engine fuel requirments to objectives - fixed global.spr_build_category error - fixed obj_room_info.mouserollover error - fixed click-through for research over crew management - adapted sound level for mission "Mutiny" - fixed saving of asteroid fields - fixed saving of mission ratings - fixed crew number after autoresolve - fixed movement of rooms when in research - fixed missing research after saving/loading - fixed waypoint error when saving mission - fixed docking clamp requirements for "Service Craft"
For some, the start button at sandbox creation was not clickable. I could not reproduce this, but tried to fix it - let me know if it works now.
Thanks for all the feedback! While I am working on the artificial human upgrade, I fixed a few bugs and tried to balance some issues:
Gameplay Changes:
- quarters are maintained by their crew type, not only technicians - set w,a,s,d as standard for panning - added TAB to switch between company, first and last name - added PageUp and PageDown for scrolling in research - changed range requirement for "Routeworker" - changed eev count for for "Light Transport" - slowed economic growth for sytems (to adapt to research speed) - raised gold mining profit
Bugfixes:
- fixed powergrid problem for Skjold fuselage - extended clickable area for left/right pan - fixed start game button? - added engine fuel requirments to objectives - fixed global.spr_build_category error - fixed obj_room_info.mouserollover error - fixed click-through for research over crew management - adapted sound level for mission "Mutiny" - fixed saving of asteroid fields - fixed saving of mission ratings - fixed crew number after autoresolve - fixed movement of rooms when in research - fixed missing research after saving/loading - fixed waypoint error when saving mission - fixed docking clamp requirements for "Service Craft"
For some, the start button at sandbox creation was not clickable. I could not reproduce this, but tried to fix it - let me know if it works now.
- added first and last name (for campaign) - added all election cycles - added cancellation of shipbuilding - added renaming of ships - added tooltips for galaxy map
Bugfixes:
- fixed budget/objectives update after load - fixed global.spr_tec_unknown error - fixed saving/loading of sound volume - fix shipyard disband button area - fixed buildsprite error? - fixed autosave during research ui - fixed naming issue for ship class - fixed overwrite issue for ship files
I cannot reproduce the department change error (buildsprite), so please let me know if it changed. Thanks!
- added first and last name (for campaign) - added all election cycles - added cancellation of shipbuilding - added renaming of ships - added tooltips for galaxy map
Bugfixes:
- fixed budget/objectives update after load - fixed global.spr_tec_unknown error - fixed saving/loading of sound volume - fix shipyard disband button area - fixed buildsprite error? - fixed autosave during research ui - fixed naming issue for ship class - fixed overwrite issue for ship files
I cannot reproduce the department change error (buildsprite), so please let me know if it changed. Thanks!
Do your designs have what it takes to compete? Now you have the chance to prove it! We are looking for your best designs in these 10 categories:
- Survey Craft:
A small to medium-sized vessel with the purpose of mapping unknown parts of the galaxy. Allowed contracts: Survey Craft, Probe.
- Small Shuttle:
A small transport vessel for short distances. Allowed contracts: Light Transporter, Small Shuttle.
- Light Transporter:
A small cargoship for short distances. Allowed contracts: Light Cargoship, Small Cargo Vessel, Small Express Liner, Small Tanker.
- Large Transport:
A large transport for interstellar transport routes. Allowed contracts: Tanker, Blockade Runner, Cargo Vessel.
- Route Maintenance Vessel:
A small vessel, equipped with a mining laser to clear interstellar routes from debris. Allowed contracts: Routeworker.
- Mining Vessel:
A medium to large-sized vessel with all the equipment to mine valuable resources in deep space. Allowed contracts: Small Mining Vessel, Deep Space Miner.
- Racer:
A highspeed vessel to win interstellar racing competitions. Allowed contracts: Solar Racer.
- Research Vessel:
A medium-sized or large vessel to discover new worlds. Allowed contracts: Research Ship, Survey Vessel, Research Vessel.
- Small Military Vessel:
A shuttle-sized, armed vessel for military or police operations. Allowed contracts: Police Cruiser, Border Patrol Vessel.
- Colony Ship:
A large vessel to transport personnel and material to newly discovered world. Allowed contracts: Colony Ship.
Using the game's ship design and crew management department, you can finetune your creations to match the requirements, then save the class using File>Share Ship. The saved file can be found in the game directory and /shared ships. Please send your ships to service @ coronadogames.com. Multiple entries in the same category are permitted. Entry deadline is 30th, November 2017.
The best design in each category will be chosen by the developer of Starship Corporation, to be included as a sample within the game world. The best 3 designs overall will be rewarded by Iceberg Interactive: You can pick one of the games out of their strategy catalog: