**PLEASE CREATE A NEW TOPIC/THREAD AND KEEP THIS ONE CLEAN**Notes: This should solve a few crashes IN GAME, and as well as a couple random server crashes. The server should be able to last alot longer now. I will describe everything below. Overall this is still 'beta' until it's a deemed version that has not much bugs left. Know it's been a hectic road but we're getting there.
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Development Log- Changed inital values of sf_data_game.sec. Mainly so that AI do not sit and wait for colonies even though there allowed to pick them up.
- Changed inital values of all scn/dat files.
- Laser arc has been upped, (Still wider on smaller ships)
- Heavy Q-drive, called 'qdrive:h', is now added. It is soley for heavier ships that cannot warp (minus Starbase), when equipping moderate to heavy modules. It's qdrive speed is the same as a qdrive:1, however.
- Solved bug where when you orbited a small planet, it would spam "Orbit Established."
- AIs will now drop on smaller planets alot better now, rather then the previous hovering over the planet.
- Edited blockaid a bit, hopefully to solve the random team changes that constantly go back and forth between a race, specially when no one is orbiting (Untested).
- Private chat button added. Target a human ship and chat to them. The server GUI cannot see private messages!
- Crashes on exit should hopefully be solved now.
- The damage button being selected randomly is now solved.
- Added some coding to solve AI from randomly floating away. Though there may be other instances of this, I've solved two issues:
One due to them having no planets, instead of doing nothing, they now go hostile and attack the nearest colonies until they have a planet again. This bug was due to ships wanting to 'go to a planet' but unable to find one.
Another floating issue was if AI we're waiting for orders, but didn't orbit properly yet. They would end up floating away, and if you tried to call them at a far distance, they couldn't come back due to the sensor not reaching them. They now ORBIT before awaiting orders. - You can now 'warp' colonies like older versions before RC7 if you edit the colony files. I readded this simply because it was not needed because you would need to edit the colonies/qdrive to allow them to be 'warped'.
- When an AI captures you, or you have something on dock that is not a colony, and you try to warp, instead of the object exploding (which was an issue if you got captured.) it will undock the object.
- New spawning system. AI have a set value rather then a messy planet/population ratio. If a race has no planets, then its max ships are 0, any other instance it is a set value set in your race file. Please see the upgrade center for more details on how to update your mod files to reflect on this!
- Clicking a colony and crashing bug solved.
- The entire credit system has now been scaled down by a factor of ten. This is to allow more credits into gameplay that you can build up. Basicly 1billion credits = 10billion credits... Get me? Ship values and Colony capping also reduced to reflect on these values.
- Using the weapon RAM will not crash anymore (including a server crash.)
- Stuck AI should now be solved, if they are stuck for more then 20 seconds, they should undock properly via removal of all flags. If they fail to undock after 25 seconds, they will explode. They should explode however, never should see this! It is all logged however.
- Refit BACK button now works properly. Previously if you hit BACK, it would still upgrade your ship.
- Nix and Hydra are now unhabitable. They weren't in the past though I think they we're ment to be, so AI would try to colonize these once and awhile. There simply to small of planets, and look silly when the colony is 10x bigger!
- New main menu sound by ATC. Next version I am hoping to change alot/most of the sounds to nicer ones when ATC finishes them all up!
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NotesAgain, this version is not compatiable with 1.3.2.x versions. If it has a forth number, then it is compatiable with the current, otherwise the third number change represents a change that requires updating to play with the newest versions.
As you can see above, a few crashes have been solved, but this still does mean there are still those nasty random crashes. I have it in a decompiler about half way now, but it's very stubborn and hard to port over a game properly that wasn't made too.
The biggest change here modding wise is the race files. You now need to specify a AI ship population number, and they will be 'locked' in to that. If you still want 'randomness' like it was before via planet population, etc, you can specify a higher AI ship population then the robots definition in your dat/scn file. Though robots seem to have alot less spawn issues if you set it to be proper, (For example, I specify 40 robots, then in the races file, I add Ter 12, Arc 12, Dreng 12, Pirate 4.. Total of 40.) They will not spawn ships if they have no planets.
As well, when they have no planets they will actually go hostile and attack, this was added because previously AI would just sit, float away, etc, because they had no planets. Now they get aggressive, call it a 'last resort'. If they do manage to gain a planet again, they will slowly calm down, and AI will spawn back up to the max again. Simple, right?
As well, a heavy class qdrive has been added. This allows the bigger ships to warp more if they have Shield:6/Power:6, but at a slower speed (Like a Q-drive:1 speed.) Starbases and colonies still cannot warp, but if you want in your mod, you can change colonies to allow colony warping now.
This should also reduce the amount of floating ships, I'm not saying there all zapped, but I solved a few floating away issues that they do when awaiting orders. I found out if there waiting for orders, and floating away slowly, if they get to far of range, they cannot get orders anymore. (Sensor range.) Instead, they orbit a friendly planet first, then wait.
Money has also been adjusted. The money limit is back down to 1 billion, HOWEVER, everything has been reduced by a factor of 10. Thus 10 billion would become 1 billion, or 1billion will become 100million. Get me? This is to allow a larger credit fund, without needing any changes from the nexus, as well as a easier strain on me

AI should drop on smaller planets alot better now, try targeting Miranda and setting it to be colonized for example. They shouldn't take forever like they did in the past (Go ahead, try out 1.3.2 before hand! It's simply very long.) As well as solving the spam bug when orbiting, hopefully.
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Testing NeedsBasicly, I need some things tested, it is basicly things I haven't been able to test fully:
- New spawning system: You will need to change your race files to reflect on this if you have a mod you want testing. But for now just try the Sol system and such..
- Credits: As you know credits have been reduced. I believe I got all of them down to a factor of 10. If you see anything that's still giving you a high amount of credits, such as 6-10 million, then inform me asap. I think one of the highest values is capturing a planet which can vary from 600k-1.1million. Please let me know if you are gaining more then this from a method I haven't changed down yet!
- Docking: I tried something new instead of trying to fix the old system. Now if they are stuck after 20 seconds, all flags are removed on AI. There shouldn't be any more needed, but after 25 seconds of failing to undock, they will explode and respawn. I've tested for quite a few hours and I haven't seen any AI explode now, since I am now removing all flags first. It seems to be alot better now. Hopefully is for all of you.
- Warping: If you find a way to warp colonies or a SB with the new qdrive, then inform me. This is not including MODDING your files. Since you can warp a colony now with changes to the colonies or qdrive defines in the modules list.
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DownloadsI think that is all for tests. Now for the files! As promised, the patch file is now 'new', but if you do not have 1.3.2.2, you will need to download the first patch first:
NewFULL PACKAGE - 1.3.3:
http://stellarfrontier.net/SF133SETUP.exe ... Full installation if your having issues...
UPGRADE 1.3.2.2 to 1.3.3:
http://stellarfrontier.net/SF1.3.2.2-SF1.3.3.zip ... Simply put the files in the SF directory.
JAVA UPGRADE: Java upgrade online now! - Mob
Old PatchesUPGRADE 1.3.0-1.3.2.1 to 1.3.2.2:
http://stellarfrontier.net/SF1.3.0-SF1.3.2.2.zip ... Patch from 1.3.0 to 1.3.2.1 to 1.3.2.2.
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Enjoy, and if you have any issues, read this whole post first! If you still have issues, there is a 1.3.3 bug post in the technical support center.
Again, java upgrade is not up until Mobious posts and states it up! Let me know if there is any issues with the patch files or the exe file! Thanks!