Page 2 of 3

RE: Privateer: Ascii Sector

Posted: Tue Sep 01, 2009 10:40 pm
by sscadmin
Well its finally here v0.6.0 it has some nice fixes and additions.... especially the ship to ship docking :) They should definitely remake privateer with all the features Christian Knudsen has put into Ascii Sector. It really is worth a try especially the gamers that are into nostalgia.Here is the fixes and addons for this release:v0.6.0.1
Quote:
- Fixed bug with messages from an empty ship when it is close to being destroyed.- Fixed bug with turret AIs not working.- Fixed bug with cargo manifest computer terminal.
v0.6.0
Quote:
- Fixed bug with "food stores destroyed" commodity event that would affect the price of all commodities on the base.- Fixed bug with some commodity events causing the bartender to freeze the game when trying to tell you about them (specifically, commodity events that have a character's name in them).- Fixed bug with calculating time left until you bleed to death (the code only took your total health into account).- Fixed another bug with random placement of quest template ships.- Fixed bug with quest items placed on a base using PlaceItemOnBase.- Fixed bug with quest characters not always loading correctly.- Fixed bug with TABs at the end of a line in a quest script causing compilation errors.- Fixed bug with NPCs spawning inside a hotel room on New Frankfurt.- Fixed a couple of bugs with dialogues.- Fixed bug with selling cargo that is also used for mission.- Wingmen are no longer spawned on pirate bases.- Redid the NanoBots to make them more balanced.- Corrected ship armor information in the shipyard.- Added ship docking and boarding.

RE: Privateer: Ascii Sector

Posted: Wed Oct 07, 2009 10:51 pm
by sscadmin
Ascii Sector has been updated again to version 0.6.1. A lot of fixes and small additions in this update check it out. And if you haven't tried this you should.v0.6.1
Quote:
- Fixed autopilot bug after having disabled and/or boarded a ship.- Fixed drunk autopilot.- Fixed bug that resulted in zero attacks during escort missions.- Fixed bugs with mission nav points not always marked correctly.- Fixed bug with non-existent nav points for scout missions.- Fixed crash when switching positions with an NPC.- Fixed various issues with blindness.- Fixed line-of-sight bug (NPCs could sometimes shoot at you while you couldn't shoot back).- Removed smpeg library dependency.- Vibroblades now do as much damage as a knife and carry a greater chance of doing critical damage.- Pressing 'T' in space now always switches to the target display.- You no longer receive fines for theft on pirate bases.- If you are banned from a base, you cannot use computer terminals on that base, and shopkeepers, guild masters, bartenders and ship dealers won't have anything to do with you.- You can now merge used ammo clips.- When your wingman's time has expired, a message will now tell you that he's trying to hail you when autopilot is automatically disengaged.- The game now checks that all passengers are on board before launching from a base.- Brilliance Ampules and Refined Ultimate now disappear when used up.- When you have dual missile launchers, only one missile is fired at a time now (hit enter twice to fire both missiles).- Missile launcher indicators now blink while reloading.- Added missile lock progress indicator.- Added "Ignore friendly contacts" option to the autopilot.

RE: Privateer: Ascii Sector

Posted: Fri Nov 13, 2009 8:45 am
by sscadmin
Here is the latest updates on Ascii Sector. I have missed a few but Christian Knudsen has been busy refining an already great game, attention to details that is addressed here is great. v0.6.2.2- Fixed some bugs with crippled limbs and critical wounds.- Fixed bug with characters spawning on top of each other... oh, yeah!- Fixed bug with scooped hostiles disembarking ship when landing.- Fixed bug with ship kills not being registered.- Fixed bug with some ejected pilot kills not completing missions.- Bounty hunting capture alive missions now pay more.- If you try to capture a character but don't have any ElectroCuffs, the game will now tell you that you don't have any. Likewise, if you try to enslave a character but haven't got any free space in your cargo hold or the character is needed for a mission, the game will now tell you.v0.6.2.1- Fixed bug with managing/attacking a character.- Fixed pathfinding bug that could crash the game.- Made beds walkable again.v0.6.2- Fixed a bunch of crashing bugs with grenade throwing.- Fixed bug with combat messages.- Fixed bug with being able to throw grenades into the outer walls on board a spaceship.- Fixed minor bug with fixer mission descriptions.- Fixed bug with drugs not affecting the time used for throwing grenades.- Fixed bug with reappearing stuff from a destroyed boarded ship.- Fixed bug with missing fixer when returning for payment.- Another attempt at fixing the music crash bug.- Various code improvements and optimizations.- Guild computers now warn you if there is less than 5, 4, 3, 2, 1 hours or 30, 20, 10 minutes left to complete the mission.- You can now capture/kill bounty hunting targets on board their ship (the chance of a target ejecting when his/her ship is destroyed has also been decreased, so you will have to board to be 100% sure to capture him/her).- You can now scoop up as many ejected pilots as can fit on your ship.- Scooped hostile pilots are no longer automatically converted into 1 unit of Slaves.- When walking into a stunned or captive character, you'll now get asked if you want to attack/talk to him or manage him (which lets you see his inventory, as well as capture, release, transfer and enslave him).- When firing a gun/rifle at a target right next to you, the target will try to knock it out of your hand. You will likewise automatically try to knock a gun/rifle away from a character shooting at you.- Hitting a character in the head (without using a melee weapon) will increase the character's stunned value.

RE: Privateer: Ascii Sector

Posted: Tue Jan 19, 2010 1:06 pm
by sscadmin
If you haven't gotten around to playing Ascii Sector you really should it is packed with features that the original Privateer wish it had. Download it from here: http://asciisector.net/download/
Quote:
- Fixed bug with passenger list carrying over if you exit a game and immediately start a new game.- Fixed bug that allowed you to switch positions with hostile characters when on board a ship.- Fixed bug that allowed NPCs to shoot at an adjacent enemy in a smoke cloud.- Fixed bug with selling hidden compartments on Bellamy.- Fixed bug with guild missions to Bellamy.- Fixed bug with NPCs running away from you on a base if you have a hostile character on board your ship.- Fixed bug that caused stuff on your ship to be moved around if you scooped up an ejected pilot while walking about your ship.- Fixed bug that allowed shooting through the outer walls of a space station.- Fixed bug that allowed you to aim through two diagonal impassable tiles.- Fixed bug with cargo boxes not being removed from your cargo hold if you complete a "deliver to ship" mission while walking around on your ship.- Fixed bug with tiles that had a cargo box in them not being walkable after you transfer or jetisson the cargo.- Fixed bug with secondary objective not marked as completed after completing a "convoy" mission.- Fixed bug with entering your ship from below by holding down the left and up arrow keys.- Fixed bugs with missile lock status.- Fixed various bugs with items on the ground that occured when there were more than 255 items in play.- Fixed bug that made it impossible to send orders to your wingman.- Fixed bug when buying large amounts of cargo for deliver cargo missions.- Fixed bug with being unable to transfer a captive to a Dralthi.- Fixed bug that caused the Turret AI to be a bit too "shy" when there are multiple hostiles in its line of fire.- Fixed bug with smoke and explosion from grenades passing through walls of docking tube.- You can now switch positions with NPCs in Combate Mode just like you can when not in Combat Mode (also, NPCs can now switch positions with each other as well).- Added the Lucky Lady casino ship at Nav 2 in the Adavene system.

RE: Privateer: Ascii Sector

Posted: Mon Apr 26, 2010 10:28 pm
by sscadmin
Christian Knudsen has been busy the past few days and has released version 0.6.4 and a few point releases to fix some minor things. Ascii Sector is one of the most polished ascii based games and it is based in the Privateer universe and you can do so much more than what you could do in the original. List of what is new and what has been fixed in Ascii Sector.v0.6.4.3- Fixed bug with inventory weight when capturing and releasing an NPC.- Fixed bug with a character you have to transport not being able to find a path to your ship.- Slowed down the walking speeds of NPCs when not in combat mode.- Commodity events no longer happen at naval, pirate and research bases.v0.6.4.2- Fixed bug with faction of ejected pilots.- Stuff in your backpack can now be sold at the equipment shop.v0.6.4.1- Fixed a serious bug when buying and selling stuff from the equipment shopv0.6.4- Fixed bug that caused a rescue ejected pilot mission to be failed if you landed in the same system as the ejected pilot before rescuing him.- Jump Drives cannot be completely destroyed anymore.- When jumping, the jump sequence is no longer synced to the music, so if you have a high speed setting, there'll be no more waiting for the music to finish.- NPCs now belong to a faction, so killing a merchant on board his ship will decrease your standing with that faction, just like destroying his ship will.- The game now keeps track of how many NPCs you've killed in person and this is shown in your Quine under Stats.- Added a backpack for carrying more stuff.- Added a locker on board your ship for storing your stuff.- Stuff now has weight and the more you carry, the more time it'll take to move around (the first 20 kilos don't slow you down, though).- The NanoComp Vest now offers the least protection of the three vests in exchange for being the lightest.When you load your saved game in this new version, you might find that some items on the ground on board your ship can't be accessed because they're on the tile with the new locker. If that's the case, just leave your ship and re-enter. The items should now be moved.

RE: Privateer: Ascii Sector

Posted: Thu May 13, 2010 11:45 am
by sscadmin
Update v0.6.4.4 has been released for our favorite ascii game Ascii Sector. Check out the fixes below:
Quote:
- Fixed bug with the MoveTo quest script ship order.- Fixed bug with NPCs spawning in locked hotel rooms.- Fixed bug (maybe!) that sometimes caused the game not to ask if you wanted to dock with a disabled ship.- Fixed bug with the locker on board the Demon.- Decreased the distance from nav points required to engage autopilot.- Overhaul of the maps in the nav computer and the Quine5000. You now click-and-drag the quadrant map and you can chart a course through multiple systems (clicking on a system will automatically chart a course to it, or you can chart a specific course by clicking on consecutive systems while holding down SHIFT).

RE: Privateer: Ascii Sector

Posted: Sat May 29, 2010 4:41 pm
by IronHound
Havn't played this one in a while. Lovin' it. Not a big fan of the Tarsus. (Pops like a balloon.) Overall great game, and I'm glad CK is updating it regularly.

RE: Privateer: Ascii Sector

Posted: Sat Jun 19, 2010 12:29 pm
by sscadmin
Here is the latest enhancements and fixed to Ascii Sector and if you have never given this game a try before you really should.v0.6.6.1- Fixed bug that could cause the game to freeze when using the inventory (the game would think there was a quest being played and check for unexisting trigger events when picking up or dropping items).- Fixed issue with the old Quine4000+ not being upgraded to the 5000 model when loading an old game.- Fixed bug with a kill from a hand grenade not being registered if nobody saw you throw the grenade.- Fixed bug with the weight of a grenade not being subtracted from your total weight when throwing it.- Fixed bug with not being able to walk onto a tile with a corpse that was sitting on a chair.- Fixed bug with a quest item not being removed correctly after a quest is done if the item is in the player's backpack or locker.- Fixed bug with cargo being spawned on a retro Talon.- You can now sell stuff from your locker at the equipment shop.v0.6.6.0- Fixed bug with a transfer procedure still completing even though it's interrupted by hostiles.- Fixed bug with stunned NPCs acting as witnesses and calling for help.- Fixed bug with EMP Torpedoes not homing in when fired from a capital sized ship.- Fixed bug with Kilrathi ejecting from a mission ship.- Fixed bug with a scooped ejected pilot being placed on the same tile as another NPC.- Fixed bug with the equipment locker on a boarded Demon: Only the player's ship has an equipment locker now.- Fixed bug with commodity items reappearing in the exchange if you save the game while still using the exchange terminal.- Balanced the commodity market prices to make trading more profitable: When a commodity is produced at a base, the price will never go above the index price, and if a commodity is consumed at a base, the price will never go below the index price. Also increased price variations between imports and exports. And when you buy/sell in bulk, each unit is now priced the same. Had to remove the "Sell all" button or this could be abused.- Added top imports and exports information in the Quine5000 for each base you've visited (under Sector > Trade).- The Quine5000 is now the default computer in the game -- the old Quine4000+ has been retired.- You can no longer delete a mission where you still have to collect payment.- Added ShowImage quest trigger result for showing cutscene images.- Added ASCII drawing program for making quest cutscene images (you can find it by selecting Quest Maker from the main menu).- Added five new systems.- Added seven new bases.

RE: Privateer: Ascii Sector

Posted: Mon Jul 26, 2010 2:15 pm
by IronHound
So awesome how often this game gets updated. I just downloaded the latest version. What? You've never played Ascii sector? You might just be missing out on one of the better space sims out there. Embrace your inner green dot today!V.06.6.3- Fixed bug with tile visibility when launching in a capital sized ship.- When firing an automatic weapon, you now only get to aim once before three shots are fired.- Added DontMove quest ship order.V. 0.6.6.2http://www.asciisector.net/download- Fixed bug that would cause the casino ship to turn pirate if you came from Bellamy pirate base, boarded the casino ship and left again.- Fixed invisible barriers on Tranton.- Fixed bug with a scooped Kilrathi pilot from a "bounty hunting" mission not being removed from the passenger manifest when killed.- Fixed bug that could cause Ship Dealers to leave the shipyard.- Fixed bug when there is dialogue for more than one quest character in a scene.- Fixed bug with spaces (' ') in quest images.- Fixed various bugs with the initial placement of "transport" mission characters on the player's ship.- Fixed bug with ElectroCuffs not being dropped on the ground when a captive dies.- When you enslave or release a captive, the ElectroCuffs are now placed in your backpack.- A bit more tweaking of the commodity market.- NPCs should stay out of your cockpit now.- Dogfight Kills and Combat Kills statistics renamed to Destroyed Ships and Characters Killed.- Killing an ejected pilot floating in space is now counted as a character kill and will decrease your standing with the relevant faction.- Added an intro, an epilogue and a single cutscene image to the Kilrathi Hunt example quest.- Quests can now have different Achievements to achieve. Details in the updated Quest Maker's Manual.- Reworked how tile visibility is determined.

RE: Privateer: Ascii Sector

Posted: Mon Jul 26, 2010 11:41 pm
by sscadmin
Hey Ironhound you take a look of what Christian is working on for the 0.7.x versions of Ascii Sector? Checkout below... I highlighted a few I like.
Quote:
Fleets: - Each faction has persistent fleets (a group of ships), except merchants and bounty hunters. - Factions can take control of systems by having a fleet in that system (and no other faction has a fleet there). - Randomly generated ships in a system is partly based on the faction controlling it. - Abstraction algorithms to determine outcomes of fleet battles (when the player isn't present at the battle). - Information about faction control of systems in the player's Quine, as well as news updates when fleets clash and systems change hands. - If pirates, retros or Kilrathi control a system, production on all planets and bases in that system will drop considerably. Persistent ships: - Storing information about persistent ships across systems and scenes (quest ships, wingman, bounty hunter nemesis). - Controlling persistent ships in other systems and moving them throughout systems. - Bounty hunter nemesis sent to kill the player if fines are high and haven't been paid in time. Other stuff: - Five new systems. - One of the new systems will be the sector's capital planet, where the player will be able to pay off fines. - Be able to purchase a temporary ID hack that will change your ship's faction (if you for example need to move through a pirate controlled system). - NPCs should be able to throw grenades. - NPCs should move away from grenades thrown at them. - Be able to ask friendly ships to not attack your target (if you for example need it alive for a bounty mission). - If you're being scanned and attempt to land or jump, a message box will tell you that you'll be fined and ask for confirmation. - 'L'ook should list things on the ground as well as names (ship types) of landed ships. - Improved ship dogfighting AI.

RE: Privateer: Ascii Sector

Posted: Thu Jul 29, 2010 9:38 pm
by IronHound
I have not! I really should. I did notice they put up a wiki! Extremely useful for newbies like myself.I have been a bit guilty for being a 'one-game' kinda guy. Been stalking the Evochron forums for a while before I got SC2. That feature list has me salivating! I was beyond happy when Christian added the new Quine 5000 (PDA) all the new navigation features and such where just top notch. Much improved over the old Quine 4000. I'm not sure I understand what he means by 'persistant' ships. In other sims, I would assume that over time you would develop a relationship with the ships you save, and destroy/damage. Is that what applies here? making a nemesis and friends among the stars? How will this effect the current faction standings? I.e. could I befriend a kilrathi if I back him up against the Militia? Very interesting. You did highlight the features that have me excited the most! Temporary ID could be VERY useful. I'm a freelancer, and mainly get by doing jobs for the bar patrons. I hate avoiding pirate systems because I'm not strong enough. The new faction/fleet warfare is beyond awesome as well. I can't wait to see how the fleet battles play out, and if system ownership will make being a single trader, that much harder.Alot of interesting devlopments coming my way! Very excited, thanks for the heads up DarkOne!

RE: Privateer: Ascii Sector

Posted: Mon Aug 02, 2010 5:11 am
by IronHound
Big news on the Ascii Sector front.http://asciisector.net/forum/viewtopic.php?t=1468
Quote:
Stuff like the Kilrathi and Retros will sadly have to go, and I understand if players and fans of the game will become upset over this. What you'll be getting in return, though, is an original setting and game universe that still feels like the game you all currently play, but is able to go in new and different directions.
Bascially Christian is expanding his horizons and looking at creating a tactical third person shooter on the commerical market. He also strongly feels the need to expand ascii sector away from the privateer setting, and will start to phase out certain elements after .7x with retros, kilrathi, ship names and more all on the chopping block. Hopefully this is a good thing, I'll reserve opinions for when I see the new direction.

RE: Privateer: Ascii Sector

Posted: Mon Aug 02, 2010 9:54 pm
by sscadmin
Good for Christian. He has put in a huge amount of time into Ascii Sector and in some ways the Wing Commander IP is probably holding him back just in the content arena. Reason I say this is because the WC die-hards may get touchy if you deviate from the original Privateer story and feature set. And I totally understand the reasoning on why Christian is doing it because of EA/Origin, spent too much time on the game/engine to not eventually make a few bucks off of it because of rights. I will be very interested in the direction Ascii Sector takes. But if anything 0.7.0 and 0.7.1 will be some nice content releases for Ascii Sector.

RE: Privateer: Ascii Sector

Posted: Tue Nov 02, 2010 11:52 pm
by sscadmin
So now its official Privateer: Ascii Sector is now has been renamed to Ascii Sector in the latest update (v0.70). Here is a rundown of the changes/additions:- Wingmen shouldn't get involved in dogfights with friendly ships because of accidental fire as often anymore.- Improved friendly fire checks so that only weapons fire from a hostile ship will impact a target. This applies to the player's AI controlled turrets as well.- Added persistent fleets that can move around, change control of systems, engage enemy fleets, head back for repairs and rebuilds, and so on (currently only the Confeds and Pirates have fleets, but the Retros and Kilrathi will also get fleets in future versions).- Randomly generated ships are now based on the factions controlling the various systems as well as some other factors. The control of systems is displayed on the system maps in the Quine and nav computer.- Swapped the faction colors of Militia and Retros: Retros are now purple and Militia are white. This is in preparation for Retros having fleets and taking control of systems and white not being a good color for showing system control on the maps.- Changed game name from "Privateer: Ascii Sector" to just "Ascii Sector".- New icons and logo. - Updated the manual with the new name and logo.

RE: Privateer: Ascii Sector

Posted: Wed Dec 29, 2010 11:29 pm
by sscadmin
Been slacking on the Ascii Sector updates, so here are the updates from 0.7.0+:v0.7.1.2- Fixed bug with character pathfinding that could crash the game after many launches and landings in one gaming session. - Fixed bug that made it impossible to dock with a quest ship with the DontMove order. - Fixed some instances of weight of grenades not being subtracted from your inventory weight when thrown into water or exploding in your hand/backpack. Also fixed weight issue when combining ammunition, ultimate or brilliance clips/containers. - Fixed instances of the player recovering more than max health. - Live grenades in your backpack and locker now explode and emit smoke. - Moving a target character to a ship and then destroying the ship should now result in the mission being completed.v0.7.1.1- Fixed bug with newly built ships not getting the attitude of their lead ship. - Fixed bug that would crash the game when a fleet was trying to attack a fleet under construction but with no active ships yet. - Made sure fleets will only be built in a system that's under the faction's control -- not just occupied.v0.7.1- Fixed infinite loop bug when jumping. - Fixed disappearing wingman bug. - Fixed bug that caused messed up ship names on the target display. - Fixed bug that caused non-locked missiles fired by the player to not impact neutral or friendly ships. - Fixed minor bug with the Join Raid mission (sometimes the mission details in the Quine or nav computer would state the wrong number of Hunters). - Fixed bug that allowed you to move stuff from your backpack to the locker wherever you are. - Fixed various bugs with fleet event news entries. - If a Militia or Confed ship gets attacked while scanning for contraband, it will now stop scanning and engage the attacker instead of continuing the scan. - Ejected Retros are now also purple when scooped. - If a fixer's mission has expired, he will now tell you so instead of allowing you to still accept the mission. - Redid the redout effect when your ship's armor is hit. - Captives can no longer be transfered to the Lucky Lady. - The Lucky Lady casino ship is now mentioned on the system and sector maps. - You can now quit the game by closing the window. - Comm messages won't affect a fleet ship's attitude anymore. - Ejected pilots from a fleet ship now have the attitude of the fleet's faction, not the ship they ejected from. - Used Brilliance Ampules and Refined Ultimate can now be combined to take up less space (like ammo clips). - If an enemy ship has retreated once, it won't do it again. - For missions that require you to deliver cargo to a ship, the amount of cargo will now always be in accordance with the target ship's type.v0.7.0.2- Fixed bug that caused the "division by zero" crash that was fixed in the last version (this fixes the cause of the crash, the previous fix just avoided the actual crash). - Fixed bug with characters on a base also appearing on board your ship when you landed after having boarded a ship. - Fixed bug with automatic destination nav point change if a fleet that you had previously selected as your destination leaves the system. - Fixed pirate Talons that had cargo but no cargo hold. - Retros spawned on board ships are now also purple instead of white. - Added mouse scroll wheel support for selling stuff at the equipment shop. - Added news filters to the Quine.v0.7.0.1- Fixed bug with "invisible" ships (ships that were no longer active but would still block weapons fire and other ships). - Fixed "division by zero" crash when trying to determine whether or not a fleet should attack a new fleet that has just started construction (and therefor has an offensive strength of zero). - Updated the manual with the new name and logo.

RE: Privateer: Ascii Sector

Posted: Thu Apr 14, 2011 8:21 pm
by IronHound
Not playing anymore, but I was going over the 'ole space sims and came across an update.v0.7.1.3 released.- Fixed issue with an attacking ship with damaged maneuvering jets circling around its target at high speed, unable to aim at it. - Fixed various quest scripting bugs and quest item weight bugs. - Fixed crashing bug with repair of fleet ships.

RE: Privateer: Ascii Sector

Posted: Wed Jun 29, 2011 1:19 am
by Guest
I just downloaded the latest version. What? You've never played ASCII department? You might just miss the space simulation game where the better one. Embrace your inner green dot it!

RE: Privateer: Ascii Sector

Posted: Mon Jul 04, 2011 4:43 pm
by IronHound
This site still around? It looks fairly dead to me. The Ascii sector site won't work for me, but the wiki will.Can anyone confirm?

RE: Privateer: Ascii Sector

Posted: Mon Jul 04, 2011 6:23 pm
by Geraldine
Confirmed Ironhound, although the facebook page is still active. Perhaps the site is undergoing an update?

RE: Privateer: Ascii Sector

Posted: Mon Jul 04, 2011 6:25 pm
by IronHound
Possibly.I seem to remember he had another website as well, one for the commercial game he was working on (A fighting game perhaps?) but I can't remember what it was called.