Artemis 1.46v Released!...

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theG57
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Artemis 1.46v Released!...

Post by theG57 » Mon Nov 22, 2010 4:28 am

Scroll down to see 1.46 updates and screenshots...


Artemis: Spaceship Bridge Simulator. Artemis is a multiplayer, multi-computer networked game for Windows computers.

Network Code Update for Internet play!
He lowered the price $40 on 6 PCs and no Copy Protection software!
Head to Head Combat over the interent!
Works with a Joystick!


Go here http://artemis.eochu.com/

Videos here!
http://artemis.eochu.com/media.html

Change Log here for 1.4-6v!
------- changes for V1.46 -------
A new selection of space backgrounds, plus lots of fixes and adjustments.

------- changes for V1.41 -------
SPACE MONSTERS!!!!

Plus some bug fixing.
------- changes for V1.4 -------
increased 3D view distance.

New mission scripting system, so you can make your own complex missions and share with everyone.

Neutral ships now cross the sector. Your comms officer can order them around.

Enemy elites now threaten you with tough ships and special abilities.

All new music!

The Artemis's shields have been strengthened quite a bit.

Enemy fleets have been changed to be more reactive and aggressive, and to (sometimes) spread out more.

Difficulty level effects have changed. No enemy fleet will have more than 5-6 ships. At higher diff levels, there will be more fleets. Enemy beams now do no more than 5 damage.

Two more settings for sensor strength have been added, for those who REALLY like fog of war.

Plus other incidental fixes and changes.
Last edited by theG57 on Thu Jul 14, 2011 10:04 pm, edited 3 times in total.
G out.

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Tigershark
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Re: Artemis 1.1v Released!...

Post by Tigershark » Wed Nov 24, 2010 11:24 am

This a Public Service Announcement....

NERD ALERT!

Does your child, husband, pet monkey, play Artemis. They could be a nerd. Send them to an approved Nerd clinic right now.
Image
Sticking feathers up your ass does not make you a chicken.

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theG57
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Re: Artemis 1.1v Released!...

Post by theG57 » Sun Nov 28, 2010 7:17 pm

OMFG! If he does add this it will be the BOMB!

The future of Artemis is decided here
posted by ThomRobertson

"If the game gets enough support, I think more races, ship types and
possibly crew positions would be added. Maybe carrier type ships where a
player could control a star fighter."
G out.

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theG57
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Re: Artemis 1.12v Released!...

Post by theG57 » Fri Dec 10, 2010 5:38 am

Updated to 1.12 version now here is the changelog.

http://artemis.eochu.com/board.html#/20 ... le-237282/
Artemis now has an APU, which regenerates energy at a very slow rate. The engineer can shut off all systems to allow the APU to regenerate energy in an emergency.
Fixed mouse being visible on main screen
Giant bug caused low frame rate with many enemies on the map; fixed
Player starts facing up, not down
Enemy shields are now visible (iconically) on the tactical and bridge station screens
Beams were changed cosmetically
Enemies survived/killed calculation was fixed
The starting screens now remember the last info typed in
You can now type in a longer prefix code
The joystick buttons were simplified. hold button 1 for warp 1. Hold button 2 for warp 3.
Fixed: Main Screen clients crash when pressing End Game button on score board, tries to go to server configure screen
Fixed: Main screen indicators not all synced?
Fixed: player dot on main screen radar shouldn't be red
Fixed: Can't hear shields up/down sounds?
ship weapon arcs (drawn on hte brdgie consoles) are now much more accurately drawn
A toggle button lets you turn on/off weapon arcs
G Out.
G out.

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fer
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Re: Artemis 1.1v Released!...

Post by fer » Fri Dec 10, 2010 8:17 am

Thanks for the update, comrade G; I've upped the original files and patches to the TZW dump so you can grab a copy and play. Just please don't share this beyond your fellow Tizzies!

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theG57
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Re: Artemis 1.2v Released!...

Post by theG57 » Thu Dec 23, 2010 7:19 am

Version 1.2 released!
Yeah, I got to try it out with my 2 nephews 13 and 15. They luv this game, that's right. Those Playstation3, Xbox360 and Wii generation players LOVE this game...
The 3 NEW Torpedoes add a different tactical attacks. Beam frequency can do allot damaged faster. The enemy AI are smarter now. On the higher levels of difficulty they aviod mine fields and you. You fight bigger badder ships, like dreadnought class. Those things fire forward and aft...

Version 1.0 to 1.2
http://artemis.eochu.com/upgrade-1-0-to-1-20.zip

Plus the Ship Modding tool released!
http://artemis.eochu.com/board.html#/20 ... le-256867/


Here are the changes in version 1.2...
Here's the changelog for V1.20.

The enemies are smarter. They'll always form 5 fleets, and advance towards their first station target in a crooked path that avoids
minefields and likes nebulas. They'll stay together, and let stragglers catch back up. They convey more information about what they are
doing in radio signals which the comms station can pick up.

The server setup screen has been streamlined. The difficulty level now sets the enemy beam damage, but also the number of enemies in each fleet.

Every bridge station except Helm has been significantly changed.

Beams and shields now have a "Frequency Channel". The weapons officer can change the beam channel, from A to E.
The science officer can see the frequency distribution of the enemy's shield generator, as a set of 5 bars. The lowest bar is the
weakest frequency, so the weapons officer should set his beams to that frequency for maximum effect.

Torpedos are completely changed. They are much slower and have no max range.
They now come in 3 different types. Type 1 Homing torpedos need a target lock, but then will always
hit the target with great force. Type 4 LR Nuke torpedos launch straight out from the ship,
travel straight until they detect a close enemy, home in, and explode, damaging ships in a large area.
Type 6 Mine torpedos simply fly behind you and become static space mines. The artemis can carry a maximum of 8 Type 1 Homing,
2 Type 4 LR Nuke, and 6 Type 6 Mine.

The Artemis has 2 torpedo tubes, which must be loaded before being fired. The Type 1s need an enemy target lock to fire. The others do not.

Bases have stores of the torpedos, and when you dock, they will re-stock you with as much as they have (up to your max limit). But you can
use all that they have, and they won't be able to give you more. The comms station can now query each base to find out what they have.

Bases make new torpedos, though it takes 2-5 minutes depending on which type they make. Comms can request that they make only a certain type.

The engineering station has lots of new features suggested by the community. The purple buttons now include 'double arrow' buttons
that can maximize or minimize the power settings. Also, if you click on the individual
power circles, you can adjust the power that way. Finally, the number keys on the keyboard can be used to save and restore entire sets of power
settings. To store the current energy settings, hold SHIFT and press a number key. To retrieve that setting, just press the number key.
Two buttons also allow you to trade Mark 1 torpedos for energy, and vice versa.

The science station's contact list has changed. You can now see each contact's distance and direction. If it's an enemy, you can see
how many points are left in its front and rear shields, and if it has internal hull damage. To the left, you can also see it's
shield signal profile. These 5 bars show you which channel of the shield is weakest (lowest). Tell that to the weapons officer so she
can correctly tune her beams.

The comms station no longer has a sensor sweep. Instead, all messages sent anywhere in the sector are omni-directional.
There are no more meaningless messages about "missing the Artemis already". The enemy fleets are smarter, and have more interesting things
for you to overhear.

The new 'Transmit' button in the upper-left is your voice to the game. Click it, choose a type, choose a specific game object, and
choose a statement. The message you assembled will be sent, and you may recieve a reply.
You can tell enemies to surrender. You can tell stations to 1) give you a status report, 2) prepare for docking, or
3) focus torpedo production. Once you ask for docking prep, the station will be more efficient for the next 60 seconds.
You can also send a variety of different messages to other player ships (if they exist in your sector).



FIXED: IF joystick is attached, the warp hotkeys and sliders no longer work. when you use the slider, you have to hold it in place, otherwise you drop out of warp the instant you "let go" with the mouse.
found and fixed bug causing station shields to be very weak
fixed the ability to run up huge energy totals by performing the conversion trick right next to a starbase and docking multiple times
added missiles to science scanner
change torpedo systems power to effect reload speed, not torp damage
server sounds are now audible when the server window is not the active one
the game can now be drug between multiple monitors, IF you do it immideately, before the actual game starts.
G out.

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theG57
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Re: Artemis 1.3v Released!!..

Post by theG57 » Wed Jan 26, 2011 5:19 am

1.3 has been released!...

Fer can I get the update. Says you got email from them for the update to 1.3 version if you purchased it...

Image

Image

More pics here
http://artemis.eochu.com/mediaSS.html


Here's the changelog for 1.3:


All new ship art.

All new UI art.

User interface greatly modified.

Ships are now defined in a file called "vesselData.xml". It can be edited.

Many settings are now defined in a user-editable file called "artemis.ini".

Nuke torpedos are now rarer and take longer to manufacture. Player beams have been strengthened. Player shields
now recharge 50% faster.

Helm and Weapons can click on the tactical display, but now the click (to turn the ship or lock an enemy) is
restricted to the rosetta ring.

Taking the upgrade files from the website, and copying them over the free demo, used to work, sort of. That's been fixed.

Asteroid fields are now in the game. They block movement and all weapon fire.

The client setup screen allows people to choose which and how many stations their computer displays. This screen
will let one computer choose to play several stations at once, but Main Screen and Observer are mutually exclusive to
every other setting. If you choose to make your client be a main screen, that ship will appear in game. This system is
a negotiation; two or more clients can no longer be the same bridge station.

In addition to letting you choose the different bridge stations assigned to your client, every client can also look at
a long range scan, and a front view of the ship
.

Implemented sensor ranges/fog of war.

Enemy ships have more interesting weapons and weapon arcs. Different weapon arcs are now color-coded.

NEbulas have been added to the helm tactical view.

Game and installer icons changed.

The "get-too-many-torps-at-a-station" exploit has been fixed.

In a multi-ship game, all ships can now easily re-spawn.

If your ship is hit by an enemy, there's now a "shaky" screen indicator, in two types, and you can turn it off.

Torpedos now have a maximum range.
G out.

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fer
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Re: Artemis 1.3v Released!...

Post by fer » Wed Jan 26, 2011 7:38 pm

Comrade G, the file you seek is on the dump. Please do not share beyond the Tizzies.

At some point, when life gets a bit less crazy over here, imma schedule a game of this using Hamachi. Not sure it'll be quite the same without the ability to shout at the crew in the same room, or furiously smoke cigarettes like they were going outta fashion, but it's gotta be worth a shot. Anyone else interested? We have the advantage that since I already own a copy, nobody gotsta pay nothing, yo.

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Xiathorn
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Re: Artemis 1.3v Released!...

Post by Xiathorn » Wed Jan 26, 2011 8:07 pm

I'm down.

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theG57
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Re: Artemis 1.3v Released!...

Post by theG57 » Wed Jan 26, 2011 8:33 pm

I am game for this. I Captian, my Captain!...
G out.

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