Introducing - Starship Artemis

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Guardtroll
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Introducing - Starship Artemis

#1 Post by Guardtroll » Thu Oct 18, 2012 7:50 pm

If I found this, that means everyone else has seen it, played, mastered it, and deleted it already.



Just in case, dibs on Engineering! :robot:




http://www.youtube.com/watch?v=V9Q2X32h ... e=youtu.be
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Re: Introducing - Starship Artemis

#2 Post by Seripmav » Fri Oct 19, 2012 9:23 am

Atom loved this at GenCon.

http://www.youtube.com/watch?v=J_wSzMTR ... plpp_video

Looks like they are trying to push v1.7 out fairly soon to patch/improve some minor things (on v1.66 right now) and then they'll use that as a base to work on v2.0, which should be out early next year.
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Re: Introducing - Starship Artemis

#3 Post by Skittlebrau » Fri Oct 19, 2012 9:27 am

I saw this a few weeks ago and decided it would be VERY fun....but I have a hard enough time getting three people to play an hour long co-op board game with me...
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Re: Introducing - Starship Artemis

#4 Post by Guardtroll » Fri Oct 19, 2012 9:52 am

Skittlebrau wrote:I saw this a few weeks ago and decided it would be VERY fun....but I have a hard enough time getting three people to play an hour long co-op board game with me...
Blasphemer!
Co-op game, this is not a co-op game! There is a captain, and the captains only job is to give orders. This is a dictator game.

Besides, if the engineer ain't happy, warp-core-stabilization/catastrophic-overload-control ain't happy.


...and the traitor in the co-op game would be revealed.


So this is not a co-op game.


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Re: Introducing - Starship Artemis

#5 Post by Seripmav » Fri Oct 19, 2012 9:55 am

Reposting this info:

Looks like they are trying to push v1.7 out fairly soon to patch/improve some minor things (on v1.66 right now) and then they'll use that as a base to work on v2.0, which should be out early next year.
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Re: Introducing - Starship Artemis

#6 Post by Seripmav » Fri Oct 19, 2012 10:55 am

Well thanks for letting me waste all morning looking at Artemis stuff!
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Re: Introducing - Starship Artemis

#7 Post by Skittlebrau » Fri Oct 19, 2012 11:02 am

I have some links to some new Sim City stuff if you need a break...
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Re: Introducing - Starship Artemis

#8 Post by Guardtroll » Fri Oct 26, 2012 3:28 pm

FYI, I purchased the full version of Artemis - V1.66


I am making copies as allowed for other players in the game.
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Re: Introducing - Starship Artemis

#9 Post by Seripmav » Fri Oct 26, 2012 4:15 pm

So how do you load that onto an ipad? Oh right, nevermind.
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Re: Introducing - Starship Artemis

#10 Post by Skittlebrau » Sat Oct 27, 2012 12:41 am

Okay.... THAT was fun.

For future reference....

http://artemiswiki.pbworks.com/w/page/3 ... /FrontPage


And there is a mod that we can load to add some hot keys and things. Like zoom for the science station... :whistle:
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Re: Introducing - Starship Artemis

#11 Post by Skittlebrau » Mon Oct 29, 2012 6:34 pm

FYI, an iOS version is not only in the pipeline, it appears to be finished and being bug tested now. iOS devices WILL be able to connect with a PC server, or even BE the server.

I see this getting a WHOLE new level of awesome when this happens...

Also....do we want to move this thread to video gaming maybe??
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Introducing - Starship Artemis

#12 Post by Guardtroll » Mon Oct 29, 2012 10:57 pm

-Thread updated in Video Games-
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Re: Introducing - Starship Artemis

#13 Post by Skittlebrau » Mon Oct 29, 2012 11:47 pm

One thing I found out this weekend....

That ship I couldn't see on Science was not a bug. It was an elite ship. One of the available powers of elite ships is to be invisible to science scans, therefore, I couldn't find anything about it.

Well played game.....well played.
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Re: Introducing - Starship Artemis

#14 Post by Guardtroll » Tue Oct 30, 2012 1:45 am

As an update to thread activity. This is about a PC/LAN game called Artemis that recreates the bridge of a galactic starship. Players take positions on the bridge of one (or more) of these vessels. Each ship requires two to six players. 

We have copies of the game and have tried two successful full demo games. We are getting the basics down, but there are layers to the game and the roles that the players take. Mostly we have only mastered getting the ship systems under control and successfully completed 6 out of 8 missions, on pretty much the lowest levels.

The computer demands are pretty low for modern standards. One computer that was participating had less then 1000 MHz processor, and another has only 256 MB of RAM. It is soon to run on apple tablets and phones.

Anyhoo, it looks to be on the cusp of taking off with the current version. This is just an update of what a few of us have worked up to. There is a lot of data on the Artemis - Starship Bridge Simulator website, the ArtemisWiki, and lots of videos on YouTube.

http://www.artemis.eochu.com/


...and don't forget about the shields. :-$
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Re: Introducing - Starship Artemis

#15 Post by Skittlebrau » Tue Oct 30, 2012 9:43 am

If I had room at my house, construction on a bridge would already be underway. It's THAT much fun!

A note about computer requirements; Pretty much anything that can run DirectX 9 should be able to run it, but some of the higher mission levels have been bogging down some of the bottom end machines. I have been scouring technical stuff on this since Friday, since I am hoping to recommission a couple of old laptops and a desktop or two I have in the house for just this purpose.

I hope to eventually have a full bridge worth of hardware ready to go, so I can run this at cons and what-nots even! (Yes, it is THAT much fun, and I am TOTALLY geeking on overdrive on this one!)


Also.... I have begun the process to register our "ship" on the currently in development community site that will track rankings, missions accomplished, get access to special missions, etc. The site isn't fully released yet, but "HSN Poly-U" is already on the roster of ships registered for the launch. (You can add ships and stuff whenever, and even add extra ships, but I figured the "HSN Poly-U" needed to get on the list!)
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Re: Introducing - Starship Artemis

#16 Post by Auger The Great » Tue Oct 30, 2012 4:03 pm

What about Android?
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Re: Introducing - Starship Artemis

#17 Post by Skittlebrau » Tue Oct 30, 2012 4:05 pm

Not yet. They are talking about it though. After the team that did the iOS version is all done, they are planning on doing an Android version...

Which would make the game be able to run on some of those $45.00 ARM processor computers....
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Re: Introducing - Starship Artemis

#18 Post by umotu » Tue Oct 30, 2012 4:14 pm

Artemis is VERY cool. I played it during my conference trip to Michigan 2 weeks ago. A friend of mine started a campaign back in Indiana.

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Re: Introducing - Starship Artemis

#19 Post by Skittlebrau » Fri Nov 02, 2012 8:36 pm

I am messing with my DMX controller....and I find KEYBOARD SHORTCUT COMMANDS ALREADY IN PLACE!!! They were in the 1.66 release!

I am even able to get custom hotkeys working for some things, but it's taking data line editing to do it, so not for someone who doens't feel comfortable digging around. Let me know which ones you guys think would be most helpful, and I can pull together a controls file. It has to be loaded on the client computer, so you can even have personal hotkey set-ups, or do custom hotkeys for each station if you dedicate machines to certain stations.

Back to DMX...this will be a LOT of fun once I get some more lights and a few other things I need to make

Fog machine on critical damage perhaps?
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Re: Introducing - Starship Artemis

#20 Post by Skittlebrau » Sat Nov 17, 2012 8:02 pm

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