Things are taking longer to port to Multiplayer/bug fix due to outdated and inefficient code that I had written when I started working on GodSpace. I’m rewritting them to be more efficient and less buggy. This may take some time, but will make further progress much easier, as well as increasing runtime performance and decreasing bugs. I’ll be releasing the first update today, containing a completely rewritten Ship AI. It should function much the same for now, except for the addition of a hangar script, allowing ships to garrison inside shipyards/planets until there’s either an enemy ship nearby, or an asteroid/nebula to mine. This is in addition to the addition of role options for ships. This means that frigates will soon be offensive only, with mining probes taking over mining duties.
Next on the rewrite list is that ever stubborn gravity script that still claims a whopping 80% of the total cpu cost.










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