Introducing - Starship Artemis

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Re: Introducing - Starship Artemis

#21 Post by ratpfink » Sun Nov 18, 2012 11:48 am

Why doesn't SUPERHAWK have this?!? He used to have a whole basement full of old PCs.
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Re: Introducing - Starship Artemis

#22 Post by Guardtroll » Sun Nov 18, 2012 4:27 pm

I was wondering that myself. Dude must be too busy for computer games... :)

Though I could be persuaded to come down for an introduction some night if it could be coordinated. I have the equivalent of a bridge worth of laptops now for pick-up ages after game nights. Harb and SB have as much if not more time in on the simulation as I do. Might be able to twist their arms to come along in case we have enough crew for a second ship.

I would need a place for this to be set up of course. Let me know if there is interest.
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Re: Introducing - Starship Artemis

#23 Post by Captain Yid » Sun Nov 18, 2012 9:51 pm

Have you guys been playing, yet? I'm interested, but I'm on a work time clock if it is a school night.
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Re: Introducing - Starship Artemis

#24 Post by Guardtroll » Mon Nov 19, 2012 2:54 am

We have not had a 'real' dedicated Artemis game night yet. Mostly an hour or two here and there after another game session. Since the usual game night will be trashed by the normal scheduled festivities, any Artemis play this week will have to be done with fairly short notice, at least on my end.

I am trying to run a stress test for an on-line session before December. I want to run a possible multiple ship session while I am on vacation. I think the required Internet communications will have a heavier drag on the host network then the actual game will. So we will see.

I'll post on that ASAP.
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Re: Introducing - Starship Artemis

#25 Post by Skittlebrau » Tue Dec 11, 2012 9:15 pm

Guess who just bought Artemis for the iPad!!!!! Shit just got real!

https://itunes.apple.com/us/app/artemis ... ?ls=1&mt=8


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Re: Introducing - Starship Artemis

#26 Post by Coffeedrinker » Tue Dec 11, 2012 9:38 pm

Skittlebrau wrote:Guess who just bought Artemis for the iPad!!!!! Shit just got real!

https://itunes.apple.com/us/app/artemis ... ?ls=1&mt=8


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does the IOS version network with pc server/ clients?

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Re: Introducing - Starship Artemis

#27 Post by Skittlebrau » Tue Dec 11, 2012 10:52 pm

Sure does! It can even run as a server!
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Re: Introducing - Starship Artemis

#28 Post by Coffeedrinker » Tue Dec 11, 2012 11:21 pm

Skittlebrau wrote:Sure does! It can even run as a server!

oh... CD quietly wanders over to app store.

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Re: Introducing - Starship Artemis

#29 Post by Skittlebrau » Wed Dec 12, 2012 1:07 am

And it's only 2.99, which makes it one heck of a deal!
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Re: Introducing - Starship Artemis

#30 Post by Guardtroll » Thu Dec 13, 2012 2:58 pm

Not surprisingly, it is too large to to download on 3G. I guess I must wait until we are back in Florida. How will I ever kill time until then.



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Re: Introducing - Starship Artemis

#31 Post by Skittlebrau » Tue Jan 08, 2013 9:58 am

http://steamcommunity.com/sharedfiles/f ... d=92994708
Go there and vote for this to get added to Steam....

And go here to get the 1.7 update!
http://www.artemis.eochu.com/Artemis_Upgrade_v1_70.exe

(And at least two of us have bought the full retail PC version, so not even counting Ipad devices, we have 12 licenses for the PC, so we should be covered for a while.)

------- changes for V1.70 -------
fix problem with comms text color changing over time.

Now engineering has another key (RETURN/ENTER) that resets all the coolant values to zero. Also, pressing the key
that resets all sliders to 100% (SPACE) and then pressing it a second time will do the same thing (reset coolant values).

F9 and F10 will now cycle through all the consoles active on your client.

On Helm, press RETURN/ENTER to center the rudder of the ship. Press ESC to toggle reverse on and off. Yes, Helm now has reverse.

On Science, press Y to select the closest object to your ship. Press U and I to cycle through all the scannable objects on your screen.
Scan selected objects by pressing RETURN/ENTER.

On Science, you can now use the mousewheel to zoom.

On Engineering, there's a dark red bar around the "selected" system of the eight systems you can adjust. Move the selection using
the A and D keys. For the selected system, change the power slider using the W and S keys. Adjust the coolant for that system using
the E and C keys.

You can toggle shields with the Q key, but now you can also use the K key to raise shields, and the L key to lower them.

On Weapons, Auto Beams can be toggled with the B key.

All references to USFP have been changed to TSN.

Scriptors now have more power over the text of a unit that science sees. They can adjust text fields for race, class, small desc,
and science desc. Small desc appears in the info dialog of the science console. So does science desc text, but only after a unit has been
scanned twice.

You can now type in values for the jump drive.

Engineering damcon systems have been adjusted, so they (hopefully) don't fall out of sync with the server.

An expression evaluator has been added to the scripting system. Now, everywhere you might use a literal number (like 1, or 3858, or 34.56),
now you can use an equation (like 5+3, 45.6 * 65/ 2, etc.) You can even use variable names in the equations,
(like myVal, 5 * speed - 2.44, etc).

The Comms console now uses the number keys was well as mouse clicks to navigate the menus.

The scripting system has new commands that let you ask certain clients for keyboard input. Those clients will now send keyboard press
messages to the server, which can be used by the script (using the "if_client_key" conditional) to trigger events.

Collisions have changed, from a soft bounce to a hard bounce. This changes how space objects bump against each other, in a subtle but
significant way.

Vector normalizing code was changed to trap a zero-normal condition

Removed "invisible to sci" from Skaraan abilities

Changed the way torpedo unloading is handled. "tube lock" should no longer exist.

Enemy fighters often showed up with USFP textures and science details. This has been fixed.

The ship option controls on the Helm and Main Screen consoles (when NOT playing) have been changed. there's no longer a "submit"
button; changes are automatically submitted.

The initial dialog box that lets you set a resolution has a new mode; full-screen windowed mode. This makes the screen a borderless
window that covers the entire desktop.

Changed sound code to tolerate a missing sound device (for rackmount servers).

Show/hide arcs in weapons now also has the option to show player arcs only.

Made drones fall into black holes.

fixed problem with comms text color over time.

DAMCON Team Replenish message always poped up when docking, even if no teams took casualties. Fixed.

The warp slider has been recalibrated, so you have to drag it all the way up to reach warp 4.

Clients and servers both now have a toggle button called "3d Chase Camera" that lets you choose a chase cam OR an "out-the-window" view.

On the client login screen, there's now a bit more information about the status of the login attempt.
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Re: Introducing - Starship Artemis

#32 Post by Auger The Great » Tue Apr 09, 2013 1:10 pm

If anyone is interested, there is an unofficial version for android here...http://px2owffng8.tal.ki/20121018/unoff ... s-1988927/
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Re: Introducing - Starship Artemis

#33 Post by Skittlebrau » Wed Jul 31, 2013 12:01 pm

FYI....

http://artemis.forumchitchat.com/post/A ... ts-6451890

Artemis V2.0 release FAQ

---When will Artemis 2.0 be released?
The PC version will be available on August 14, 2013.

---How much will it cost?
The PC bridge license will remain $40 USD. Players who have already purchased an Artemis PC bridge license are entitled to a coupon, so they can buy V2.0 for the upgrade price of $5 USD.

---How will I get a coupon code, so I can buy 2.0 for $5us?

All coupon codes will be emailed. You can currently buy the game digitally from two companies; FastSpring, and MyCommerce/RegNow. You will get coupons good at both online stores.

If you purchased from those online stores in the past, we have your email and will email the coupon codes to you in time for you to use one when the game becomes available.

If you don't get a coupon code in a timely fashion, feel free to send an email to artemissbs@gmail.com, and attach proof of purchase (forwarding your email receipt works). We will reply with the coupon codes.

---What if I don't have a receipt?

If you purchased the game some other way (like at a convention), or got a free copy somehow (contest winner, convention award), then the proof of purchase will be a digital picture of your game CD or USB stick, alongside your smiling face. Just attach it to the email.

---Are you charging for ALL upgrades now?

No. PC V2.0 is the first time we've charged for anything beyond your initial purchase, and it's because V2.0 is such a major re-build of the game. We've NEVER said that ALL upgrades will be free, and never said that customers are buying an unfinished or risky product.

But we don't expect to charge owners anything for V2.1, or V2.5, just like we never charged for V1.1, or V1.5.

---Will you still offer a 100% money-back guarantee?

Yes. We have ALWAYS offered a 100% no-questions money-back guarantee for Artemis, and we always will. For PC digital downloads, it's easy to refund the credit/debit card you used. However, Apple, Amazon, and Google have much more restrictive systems for handling refunds on the IOS and Android versions. If you want a refund for those versions, you may have to contact us directly at artemissbs@gmail.com, and we'll have to use paypal to give you the refund.

If all other options are closed, I'm happy to write a refund check and snail-mail it to you.

---What if I buy a week before 2.0 comes out?

If you bought an Artemis PC bridge license less than 90 days before PC V2.0 is released, send an email to artemissbs@gmail.com, and attach proof of purchase (forwarding your email receipt works). We will reply with a download link for the 2.0 version, so you don't have to pay $5.

---Is 2.0 backward compatible with 1.7?

No. So keep your 1.x installer files, think twice before you delete them or overwrite them.

We recommend that you install V2.0 as a new game. Don't install OVER your existing 1.X installation.

---What about the IOS and Android versions?

We're working on them; they're coming, but they won't be done by August 14.
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Re: Introducing - Starship Artemis

#34 Post by Guardtroll » Wed Aug 14, 2013 12:43 pm

I just got my Artemis 2.0 upgrade email coupon.

Expect an Artemis stress test by Labor-day. \:D/
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Re: Introducing - Starship Artemis

#35 Post by Seripmav » Wed Aug 14, 2013 2:10 pm

If it works out (somewhat difficult I know) I will offer my lair to assist.
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Re: Introducing - Starship Artemis

#36 Post by Guardtroll » Sun Aug 18, 2013 2:41 pm

Seripmav wrote:If it works out (somewhat difficult I know) I will offer my lair to assist.
I for one would really appreciate it.

Is there a tentative date you would be willing to host? That goes for anyone else that would want to try hosting on a given day they would be available. I want to supply my equipment, so I just need space, power, and players. I would like at least a couple chances to make sure there are no bugs between the new update and my hardware.

Thanks Ser!
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Re: Introducing - Starship Artemis

#37 Post by Seripmav » Sun Aug 18, 2013 6:17 pm

Tuesdays and Thursdays are right out. But give me some dates to look up.
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Re: Introducing - Starship Artemis

#38 Post by Guardtroll » Sun Aug 18, 2013 9:10 pm

Weeellllll,

The SO is tentatively going away from 09/01 to 09/07 Sunday to Saturday. I will confirm that when she buys the tickets. I'll need a few days to make sure all the computers have their software updates and are working properly.

So maybe Monday 08/26 or Wednesday 08/28 night, or during a half day Sunday or Monday Labor-day weekend, 09/01 or 09/02. Right now, any night Tuesday through Friday night directly after Labor Day.
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Re: Introducing - Starship Artemis

#39 Post by Coffeedrinker » Mon Sep 16, 2013 8:00 pm

And Artemis 2.0 is live in the Steam store; GT I know you've other priorities for testing but wanted to give you a heads up. I'm also wondering how local network and steam play together. not got this yet and my computer is teetering on the brink of regular BSOD but FYI and I'll probably pick it up soon.

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Re: Introducing - Starship Artemis

#40 Post by Guardtroll » Fri Sep 20, 2013 12:24 am

If we can, maybe try it with the stress test?! Not sure if they are compatible programs of not (that looks funny now that I retread this). I have not looked into steam info at all.
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