August 8th, 2017 – Ship Boarding! Capturing!! Furnishings!!!

Ship Capture is Up and Running!

Interior generation, room furnishing, ship crew AI, and ship capture gameplay are all working! It took a while but I’m happy with it, so happy, that even in the alpha state (with no real optimizations) since pathfinding, FOV, drawing performance, etc. all work so well that I think planetary landings and missions are going to wind up in Starship Command 2!

Here’s a video of me capturing a ship:

Enough Bragging, onto Gameplay!

The last build has a simple explanation. This build introduces grenades, med-packs, and life sign detectors.


When selecting where to throw a grenade, the game will auto-pause by default and un-pause upon throwing it. When you’re selecting where to throw the grenade, an explosion preview will show you where you’ll be guaranteed to have the explosion hit. The explosion is shaped by walls and furnishing and can destroy said furnishing.

Throwing the grenadethrow-grenade

Exploding the Grenadegrenade-explosion

Detecting Life Signs


Detecting life signs will “ping” all enemy crew members and show you their current location. Unfortunately, “pinging” them will also alert the crew to your location. So it’d be wise to only use it when you’re fairly sure you’ve killed most of the enemy otherwise you’ll get swamped.

There still are some errors with the generation of hull interior, so I’ve kept the “Page-Up” key to jump you to the cursor’s location.

The Future

This is probably going to be the last major feature for a while. Ship capturing has been the goal I’ve been aiming towards for the last year. So, I’m going to be focusing on bug-hunting, polishing, GUI rework, and a tutorial.

Eventually, I’ll get back to adding more features I want (because there’s a lot more). But it’s time to do some maintenance.

So go out and forcibly take some ships from the enemy!

July 23rd, 2017 – Interiors!!! Ship Boarding!!!

Interiors and Ship Boarding are In!

It’s very, very rough right now, but ship boarding/capture is working! Wear down your target’s shields, then beam aboard and slaughter the enemy!

Notice the “Board Ship” button is disabled because the target’s shields are too high.


Wore them down! Now we can beam over!shipboarding-002

Take no prisoners! Then take the ship!

A few notes about ship boarding:

First, some interiors will have unreachable areas, for now you can press the “Page Up” key and your crew will “pop” over to the point under you cursor.

Second, there are no requirements for taking the ship. You can do so immediately after boarding. Ultimately you will have to go room-by-room and eliminate any hostiles.

Since interiors are still in a super-alpha state, I’d suggest NOT playing with them unless you are feeling adventurous. That said, any feedback or bug reports are very appreciated!

There is still much more work to be done, such as furnishing the interiors with computer terminals, cargo containers, bed, chairs, etc. and better optimization, bug fixing. Eventually, races will be implemented, so enemies will have different move speed, health amount, healing rate, sight distance and more.

But, the basics are in and working. So, go forth and capture some ships for your empire!

New Build for June 28th, 2017

No Interiors Yet

It’s been a lot more work than I thought and with my job getting in the way, I haven’t had as much time. So this build mainly focuses on improving the ship AI.

AI now uses power more aggressively, so battles will be harder. The AI will fire more often, supply more power to their engines and FTL, etc.

Speaking of FTL…

Collision are re-enabled but with damage! So, you may or may not experience the enemy try to FTL their way through you.

A New Empire

I came across a new empire that SsC2 generated in my testing and I liked them so much, I made them a default!

Arulzi Collective


Aggressive, neutron weapon wielding, bastards.

Wrap Up

So, interiors are still a build away. But getting there. As usual this build also fixes some crashes. So happy captaining!


I’ve been playing around with recording full AI battles and put a couple up on my YouTube channel. Here’s the latest one set to the William Tell Overture:

New Build – Getting ready for ship boarding

New Build!

This build introduces camera options such as angle-locking.

This keeps the camera’s angle matched with the camera’s target, so when it turns the target will stay oriented to the right. This will be important for ship boarding so you wont have to chase the rotation of the interior around.

The generating of the interior is working well enough to start getting it running in the game. Soon you will be able to beam aboard enemy ships and capture them.

Also as usual, I have found and smashed some more bugs.

Long Time, No Update – 5/20/2017

Sorry for the lack of updates took a break from development, got swamped with work, then back to development and the website just slipped through.

What’s Been Going On?

Bug fixes, asymmetrical hulls, crash logs, and more have been added. But as of today, the big news is ship interior generation is working and getting added! This will allow me to add in ship boarding and capture and lay the groundwork for away missions!


Starship Command 2 New Build: 170302-1730

Most of the work this last build was in the framework for missions, (which includes) first contact scenarios. So, this build may seem a little light, but it allows for a much greater expansion in the future. That said…


Missions are up and running!

jobboard1The Job Board can be accessed at any habitable planet that your empire controls.

jobboard2The yellow ring in the galaxy view highlights which sectors have an ongoing mission.

jobboard3In the sector view, the yellow ring will appear around the planet the mission is looking for.

jobboard4Upon visiting the target planet, the next event in the mission will trigger.

So, that’s it I also have a tool for creating missions, but that needs a little polishing before release.

Starship Command 2 New Build: 170217-2124

New build time!

Control Panel Update:

ai-proximityWarhead Proximity

So, this build introduces the proximity slider for warheads. The fuller it is the further to the edge of the explosion the warhead will detonate:



This allows the warhead to have a better chance to strike the target while under point defense. This also gives function to mines! Now you can lay a field down that will trigger when an enemy gets near it instead of colliding with the mine.

AI Control

Also added is the AI toggle for your flagship. Enabling this will let your ship adjust heading, fire weapons, manage reactor plasma and such while you sit back and watch.

Advanced Sub-System Control


Also new is the Advanced tab in the control panel. In it, you can reinforce a sub-system (engines, FTL drive, shields or weapons) which will decrease the chances of the selected system to fail while under attack.

Along with reinforcement you can also increase the charge rate/performance of a sub-system (FTL drive, shields, weapons increase the charge rate, engines increases the thrust, and sensors increase the targeting of enemy ships) for a increased chance of failure.

Fleet Control


In the updated fleet control panel (which has been moved to the control panel tabs), there is a new slider for the “Follow Me” distance. This controls how close your fleet will try to stay to you. And the “Retreat Auth.” This overrides “Follow Me” and allows the ships to run from the battle if their hull strength drops to low.

What Did You Say To Me?


The Comms Panel is a new feature that will alert you to changes in your ship’s status (shields failing, components damaged/repaired, etc.),  arrival and destruction of ships and enemy ships will taunt you. The taunts appear in their native language and as your computer learns the communication will be translated.

What Did You Call Me?


You can now name your captain! It’s no longer fixed to Dunsel (high-five if you got the reference).


Along with your captain’s name, you can also name your hulls and your empire’s planets!


Key mappings are added in this build, too! To see the current list of keys go to “<GameFolder>\Data\Mods\Standard\misc\keyMappings.json”.

And as usual, small bug fixes have been included.

Happy Captaining!

Starship Command 2 New Build: 170201-0924

This build brings secondary weapons (and point defense), fleet command, battle rewards, empire-affecting battle results, and some quality-of-life improvements.

Empire Farming:

When exploring, if you come across an empire that hasn’t discovered space travel yet, it is “uplifted”. This incurs an economy debt to the new empire and it will not expand until it is filled. While the “debt” is active though, the empire receives a massive research boost. This gives the incentive to find these civilizations and use them so they will have components generations ahead of a normal empire.

Secondary Weapons:

There are two main kinds of secondary weapons, the warhead weapon and the field weapon.

Warhead weapons breakdown into three types,

  • The mine: A stationary, but high-damage weapon.
  • The missile: A slower, but seeking warhead, that will re-acquire new targets if the current one is destroyed.
  • The torpedo: A fast, high-yield, warhead that follows a fixed path and detonates at the end.

Point defense is also introduced in this build. It automatically tries to target incoming warhead and spend a fraction of the weapons’ charge to detonate the warhead.

Field weapons generate an area around the ship that continually damages all (enemy) ships caught within it. It is also the only weapon that can be maintained while travelling at FTL.torpedos-and-target-icon

Torpedoes closing in on the target (the red diamond)

The Target Window:


In the upper-right corner is the new Target Window showing the ship that is currently targeted, its’ status (shield strength, hull status, mass, distance and noise level), the empire it belongs to, and a component breakdown of what your ship’s sensors could determine.ship-icons


Targets can be selected manually by clicking on the ship marker (the colored circle). On the upper right corner of the ship markers is the empire relation status icon, yellow means neutral, green friendly, and red hostile.

Fleet Control:


The fleet control bar in the top-center of the screen allows you to toggle commands.

  • Attack Target: This commands ships in your fleet to attack the target you have selected or attack whichever target they find.
  • Follow Me: This commands your fleet to try to stay in close proximity to you.
  • FTL Auth: This authorizes your fleet to use their FTL drive when they find necessary.
  • Pri. Fire Auth: This authorizes your ships to fire their primary weapons at their current target.
  • Sec. Fire Auth: The same as above, but for their secondary weapons.

The ship markers that are surrounded by the two green circles indicate the shield and hull status of the ships in your fleet. The outer circle indicates shields, while the inner circle indicates hull. When either goes down, the color of the respective circle will fade to red the further down it goes.


Empire Information Panel:new-empire-screen

The empire information panel has been changed. It now shows the empire’s tech proficiency (the area that it receives a boost in), and the chosen propulsion, primary weapon, and secondary weapon technologies and the weapon types breakdown.


Combat Results:

After a successful (or at least survived) battle, you will be rewarded with an amount of credits based on the value of ships destroyed. Also as an effect of a successful battle, if the battle was damaging enough to the enemy empire, it will surrender some or all of it’s sectors to your empire:before-combat

Before combat.


After combat and the enemy surrendering.

Quality-Of-Life Improvements:

In the shipyards, the bug that wouldn’t let you sometimes select the last weapon arc of a hull, should be worked out and squashed. Also, a “Make Flagship” button has been added to the top of the fleet list. Since the first ship in your fleet is the flagship and if the flagship is destroyed, then you die. I added a simple button to promote the selected ship to the top so the fleet could be arranged.

New Update for a New Year – Ship Combat

Combat! Yay! It took a long time to get out a new build, but it’s here.ssc2-009-ship-combat-lighting

Power Management and Noise

Along with the combat screen, this build also introduces the Sensors component. In the galaxy view, it will de-fog undiscovered sectors that are claimed by an empire, instead of having to visit each sector individually. In the combat view, they try to lock in on the target’s position using it’s noise. The noisier the ship the easier time your sensors will have. When a weapon is ready to fire, it uses the data from the sensors to determine what angle to fire at. So even if the sensors fail to accurately lock in on the target, the weapon will fire at where they think the target is.

This gives an advantage to small ships that they are harder to hit at longer distances.

Noise is determined by how much power you are running through your components. So if your engines are at full throttle, you’ll be a much easier target to hit.


Shields offer a fixed, determined amount of damage they can take. Every time they are hit by a weapon, the damage is taken away from the amount of the shields’ charge. Shields also have a “field integrity” value, the lower the value, the more damage will “leak” through and damage the hull. The more damage a hull takes, the greater chance a component will be damaged and unable to function until it is repaired.

Hulls don’t offer a fixed, determined amount of damage they can take. Every time they are hit, there is the chance of them suffering a catastrophic hull breach and exploding. The more damage they accumulate, the greater the chance of this happening. The more mass and structural integrity the hull has (which is shown in the shipyards) the more resistant it is to this happening.

Alpha Notes

Right now, only primary weapons (beams and pulses) are working. Secondary weapons have yet to be coded. And it is very unbalanced, now that combat is in, I can tweak things to match and offer different strategies, rather than guessing. And there is no control of ships in your fleet, they just act autonomously.

Pretty Pictures

ssc2-010-ship-combat ssc2-011-ship-combat ssc2-012-ship-combat ssc2-013-ship-combat

December 17th, 2016 Update Report


So, work on the combat screen is coming along nicely. I finally worked out how combat will affect the empire’s sectors. Instead of having to attack every single sector, when you defeat an enemy fleet the sectors within range of their originating shipyard, suffer a hit.

1-heading-into-enemy-territoryIn the galaxy view, if your sensors pick up a new signature, the Warning Panel will appear at the bottom left of the screen. If the contact reaches you, combat will engage.


Combat screen!

(Ignore the text, it’s all debug info)


After winning the losing sectors are highlighted:


So, all in all, work’s going well. But updates will be coming slower due to the amount of new code that needs to be done. (Maybe next week).