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Version 2_0

Page history last edited by RyleyRA 3 years, 2 months ago Saved with comment

Artemis 2.0 was a major redesign of the game and user interface, making it the first time that Artemis was released as an entirely new game, instead of a free patch. Users were required to purchase the new game for $40, although a coupon was offered for owners of Artemis 1.x who could provide proof of their original purchase which would enable them to buy the upgrade for $5. The coupon is no longer available, but Artemis has evolved so far from even this version that it is an entirely new game, compared to the original.

 

The game engine was completely redesigned, making enemies on multiple sides possible, and bases on both sides, which was not possible in Artemis 1.x. As a consequence, enemy and neutral vessels were treated the same, with only their side value distinguishing their behavior and how they appeared in the Comms menu. Enemy bases were not added until 2.1, but the Deep Strike, Border War, and Peacetime modes would not have been possible without the changes introduced in 2.0. The new PvP mode was also introduced in 2.0, previously players were expected to play a regular game and just shoot at each other if they wanted to fight other players. The new game engine is why there is no way to upgrade from 1.x to 2.x, the game engines are simply incompatible.

 

The new release of Artemis also included a major upgrade to the interface design. The generic, blocky buttons and simple icons were replaced with a much more complex UI which gave Artemis a look and feel of its own, instead of borrowing from Star Trek as in the original Artemis 1.0.  There is a mod available which will change 2.x revisions of Artemis to an interface similar, but not quite identical to the 1.x version. It can be found in a post on the forums here.

 

Most consoles remain identical in the current revision to their appearance in version 2.0, and so the only image on this page is of the Comms console. In Artemis 2.6, the Comms console was redesigned, with the horizontal menu bar shown being moved to a vertical column on the right, and the three columns of messages rearranged into a filterable list of messages in the center, and a shorter, master list of all the messages on the right.

 

As messages came in on this old Comms interface, they appeared from left to right in three columns, and then moved down as newer messages were added. As this image shows, longer messages would not be put to the right of shorter messages, so sometimes only one message would appear in a row. The menu pulled down from the buttons at the top, and covered the text. The current Comms interface replaces the menu with submenus in the left hand column, not obstructing the text.

 

The two buttons to bottom right demonstrate an obsolete audio messaging interface that was used in scripts. A script could define a button and attach an audio file to it, which would be played when the Play button was clicked on. Once played, the button would change to REPlay, so the Comms officer could repeat the message if needed. The Delete button would remove the audio message from the interface. This audio button interface was replaced with programmable Comms buttons, which can now display video or perform other script actions as well as play audio files.

 

The Comms console.

Comms remained in this configuration until version 2.6


 
   

 

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