Keep those ships coming guys
New Version Released!
Download it here: http://www.wyrdysm.com/battleshipsforev ... lerv81.exe
Vista installer here: http://www.wyrdysm.com/battleshipsforev ... 1Vista.exe
Alternate mirror: http://www.victorygames.info/bf/BFFullInstallerv81.exe
Alternate mirror for Vista Installer: http://www.victorygames.info/bf/BFFullI ... 1Vista.exe
I've got a really really long list of changes in this version. Most of bug fixes but there are some feature improvements. The .shp file format has been completely re-written so that it's much
more efficient now. .shp files should be around 50x smaller than they used to be. This also means that they load that much faster. The game is still compatible with .shp files made with older versions but they will not run as fast as ships that have been saved with the new shipmaker. If you want to convert your ships to the new format, simply open up the .sb2 in the new shipmaker and re-save them. There are now 7 new sections (designed by players!).
You can now spawn multiple ships at a time by holding shift while spawning them. The destroy mode in sandbox also allows you to destroy terrain objects. The GUI display has been changed somewhat. The game now runs faster because of it. Sections are now colour coded in the GUI damage display too, to make it easier to read.
Other parts of the interface have been changed too. The fleet selection menu is not a little more animated and has been improved so that it runs much faster (slower computers that had low frame rates in the fleet selection will no longer find that it's a problem). The Select turrets button is now gone and has been replaced with the Toggle Interceptor button which toggles a ship's interceptors from defensive to offensive. Toggling turret modes also works better now as it will intelligently toggle modes so that all selected ships/modules are on the same setting. This means that if you had a selection of turrets and half were on hold fire, pressing H will now either make all turrets selected hold fire or change all of them to fire at will.
On the combat side, stun effects are about half as effective as they used to be. It now displays a small counter over the ship when it is stunned. This is purely for debugging purposes. If you see really wild values (i.e. greater than 400 or so) then you should report it as a bug. Pulsars no longer hit enemy ships until their 2nd stage of deployment, this means that they don't work as shotguns any more. The Zelus and Athena have been tweaked a little too.
AI has been improved in is different ways. It will try to avoid Deflected sections when firing, swap broadside facings more intelligently.
Also, when ships are given an attack order, they will now set their target as a facing target. What this means is that you can right click on an enemy ship, immediately click on a position to move-to and your ships will move to that location while facing the targeted enemy. Another improvement is that if a ship is given a target that is far within it's normal engagement range, it will no longer immediately back off to that engagement range. It will instead engage the enemy at the current range.
Full change log at: http://www.wyrdysm.com/phpBB2/viewtopic.php?p=1#1