Fractal Softworks Forum

Starsector => Announcements => Topic started by: Alex on May 06, 2012, 04:34:46 PM

Title: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Alex on May 06, 2012, 04:34:46 PM
This version is out - you can download it here (http://fractalsoftworks.com/2012/05/07/starfarer-0-52-1a-bugfix-release/).

This release is a bugfix/hotfix release for 0.52a, and so doesn't contain any significant new features.

Changes as of May 06, 2012

Ship AI:

Admiral AI:

Miscellaneous:

Modding-related:


Bugfixes:
Title: Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
Post by: Alex on May 06, 2012, 04:36:27 PM
Estimated release date is:
Spoiler
Soontm

... ok, I'm actually aiming for tomorrow, but no promises.
[close]
Title: Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
Post by: Sunfire on May 06, 2012, 05:02:27 PM
YES "•Fixed issue with mod list not having enough vertical space to display all the mods properly" it took me forever to hit Uomoz's Corvus on the launcher
Title: Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
Post by: Dri on May 06, 2012, 05:10:10 PM
Could you fix this display bug real fast? http://i.imgur.com/mQySW.jpg

Its just a little bug with some text.
Title: Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
Post by: Alex on May 06, 2012, 05:21:51 PM
Fixed that up - good timing, got me a few seconds before I hit the build button :)
Title: Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
Post by: Psiyon on May 06, 2012, 05:53:36 PM
That's some hardcore bug squashing. Me gusta.
Title: Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
Post by: Vandala on May 06, 2012, 06:12:41 PM
I'm guessing this is save game compatible?
Title: Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
Post by: Alex on May 06, 2012, 06:30:56 PM
I'm guessing this is save game compatible?

Yep.
Title: Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
Post by: Avan on May 06, 2012, 06:33:31 PM
"Plasma Cannon and Antimatter Blaster now generate flux when they fire (instead of as they charge), and will no longer try to fire when there isn't enough flux"

 ;D

You made my day!
Title: Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
Post by: icepick37 on May 06, 2012, 08:33:09 PM
Yay! That is awesome.  :D
Title: Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
Post by: Muffalopadus on May 06, 2012, 10:16:14 PM
It is good day to randomly check on the status of Starfarer. 

I also give a huzzah!  Patches mean progress, progress means...uhh...game be gooder!
Title: Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
Post by: Anysy on May 07, 2012, 01:14:38 AM
Fixed bug that let you sell/mothball your last ship

NOOOOOOOoOOOOOOOOOOOOOOOO!!!!!

But really, it needed to happen.
Title: Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
Post by: craftomega on May 07, 2012, 04:45:19 AM
Yay! I dont have to remake minimash XD
Title: Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
Post by: EnderNerdcore on May 07, 2012, 07:55:22 AM
Ignore me. :)
Title: Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
Post by: D0vahkiin on May 07, 2012, 08:19:30 AM
Sorry but.. Is it out yet? Is it out yet? Is it out yet?

I can't start a new game, because the new version is coming today, but I can't stand the waiting so I have to refresh the forums every 30 seconds :(
Title: Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
Post by: BillyRueben on May 07, 2012, 08:44:15 AM
doesn't contain any significant new features.

and

I'm guessing this is save game compatible?
Yep.

So what are you waiting for?
Title: Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
Post by: Shoat on May 07, 2012, 09:33:21 AM
So what are you waiting for?

Getting stuff done.

He wants to get as many fixes and small changes into this as possible.
And even if he has all the stuff he wants to put in together, he has to compile it into a build and upload it (which probably takes a lot of time if you have to use only an average computer and crappy private internet connection to do so).

Title: Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
Post by: icepick37 on May 07, 2012, 09:40:22 AM
LOL not Alex, the guy who said he wasn't starting a new campaign.  :)
Title: Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
Post by: Brigan on May 07, 2012, 09:48:59 AM
One tiny bit If you don't mind, Make the Refit Screen where you look at the Ship, to be able to zoom out even more,

Omega's Minimash contains a Ship called the OMEGA-class Dreadnought and the damn thing is way too big for me to be able to refit it, as it doesn't let me watch the entire ship.

Maybe you could also add "click and drag" so we can view by moving instead of just centralized zooming.

Thank you.
Title: Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
Post by: D0vahkiin on May 07, 2012, 09:51:03 AM
Another thing, refit mode doesn't allow you to view important ship statistics, like shield properties, etc. They should pop up like in the fleet tab when hovering your mouse over the ship.

Anyways, didn't see the save game compatible thing.. I can play again, thank you  :)
Title: Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
Post by: Mattk50 on May 07, 2012, 10:05:38 AM
Another thing, refit mode doesn't allow you to view important ship statistics, like shield properties, etc. They should pop up like in the fleet tab when hovering your mouse over the ship.
i made this suggestion too, in the .52 update it was made that you can mouse over the Ordinance points bar to get those stats, its not really very intuitive but once you figure it out it works like a charm
Title: Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
Post by: Alex on May 07, 2012, 10:07:30 AM
One tiny bit If you don't mind, Make the Refit Screen where you look at the Ship, to be able to zoom out even more,

Omega's Minimash contains a Ship called the OMEGA-class Dreadnought and the damn thing is way too big for me to be able to refit it, as it doesn't let me watch the entire ship.

It should let you zoom out far enough to see the entire ship - I actually tested it with that one.
Title: Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
Post by: Brigan on May 07, 2012, 10:10:00 AM
 ;D Really?

I'm still using 51a so that must be it then.

Sorry for the hassle!

You're doing awesome btw.

Title: Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
Post by: icepick37 on May 07, 2012, 10:11:14 AM
I'm still using 51a so that must be it then.
Hah! Logging bugs from a previous version is...  unwise.  :)
Title: Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
Post by: Brigan on May 07, 2012, 10:12:09 AM
I'm still using 51a so that must be it then.
Hah! Logging bugs from a previous version is...  unwise.  :)

 :-[
Title: Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
Post by: D0vahkiin on May 07, 2012, 10:14:04 AM
Quote
i made this suggestion too, in the .52 update it was made that you can mouse over the Ordinance points bar to get those stats, its not really very intuitive but once you figure it out it works like a charm

Ahh, I see, thanks. It's much easier to refit for missions now.
Title: Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
Post by: hydremajor on May 07, 2012, 10:15:24 AM
Ability to move around in system map, right now this map is being the BANE of my sanity

I SWEAR the inability of moving this map around to target certain fleets/stations is making me FOAM like a mad mongrel....
Title: Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
Post by: icepick37 on May 07, 2012, 10:18:51 AM
:-[

Not being mean. Just making sure people know. :D
Title: Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
Post by: Alex on May 07, 2012, 10:21:50 AM
Ability to move around in system map, right now this map is being the BANE of my sanity

I SWEAR the inability of moving this map around to target certain fleets/stations is making me FOAM like a mad mongrel....

Do you mean the campaign view, or the actual system map? You can move that one by using right-click-and-drag.


Also: this version is out (http://fractalsoftworks.com/2012/05/07/starfarer-0-52-1a-bugfix-release/).
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Mandabar on May 07, 2012, 10:47:29 AM
Hey! Downloading, woohoo.

Anyway, Alex. Would it really be that hard to add the ability to move the picture on the refit screen? I can imagine that might be a possibility.

Zooming more out is good I'm sure, but full zoom in and still being able to see what you want to see is pretty awesome, and necessary with some of the small groupings of different turrets on some of these ships lol
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Alex on May 07, 2012, 10:52:26 AM
Anyway, Alex. Would it really be that hard to add the ability to move the picture on the refit screen? I can imagine that might be a possibility.

Zooming more out is good I'm sure, but full zoom in and still being able to see what you want to see is pretty awesome, and necessary with some of the small groupings of different turrets on some of these ships lol

It's not a feature the core game needs right now. I'm happy to support mods as much as possible (which is the only reason I added the extra zoom in the first place!), but you've got to draw the line somewhere. Also: features not used by vanilla are likely to be buggy because they don't get tested much.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: KDR_11k on May 07, 2012, 01:26:12 PM
BTW, for some really slow shooters like the plasma and antimatter it might be useful to know the flux per volley so you know when it makes sense to hit the fire button.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: j01 on May 07, 2012, 02:04:21 PM
BTW, for some really slow shooters like the plasma and antimatter it might be useful to know the flux per volley so you know when it makes sense to hit the fire button.

A tooltip value for "flux per single shot" on every weapon would be extremely welcome.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Psycho Society on May 07, 2012, 02:19:57 PM
Props on the quick patch!
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Vandala on May 07, 2012, 02:33:20 PM
Just copy/pasted my save files. They work just fine. Excellent!
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Archduke Astro on May 07, 2012, 02:42:07 PM
BTW, for some really slow shooters like the plasma and antimatter it might be useful to know the flux per volley so you know when it makes sense to hit the fire button.

A tooltip value for "flux per single shot" on every weapon would be extremely welcome.

Seconded -- I find myself frequently missing the absence of such a useful feature.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: arcibalde on May 07, 2012, 03:12:34 PM
I manage to make some time and play campaign for about an hour or two. OMG. It's amazing. All that little tweaks and stuff and... Aghhh... AWESOME. Alex and co. dudes you are making pure art. I love this game!!!!  ;D
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Vandala on May 07, 2012, 04:20:36 PM
The Plasma Cannons work really well, those things are killers!
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Erik on May 07, 2012, 04:42:00 PM
0.53a patch notes?:

-Multiple star systems (autogenerated or manually created)
-Starmap to travel between them

:)
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Archduke Astro on May 07, 2012, 08:24:32 PM
Haha, as if! :D More like (for example) version 0.80. The features you mentioned (while also being something that I'd like, too) are hardly the sort of thing one whips up in a few minutes while waiting for the tea kettle to come to a boil. ::)
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Trylobot on May 07, 2012, 09:34:05 PM
0.52.1a.1 - multiple galaxies
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Tarran on May 07, 2012, 09:49:29 PM
Alex, minor bug note that I don't think deserves a thread: I spawned on top of an asteroid in combat as a Hammerhead. Small engagement.

Yes, very minor, just thought you should know.



What must have happened:
Nav: "Alright, captain, we're in combat range and you can take control."
Cap: "Okay, here we-"
*Clunk, crunch, smash, ding!*
Cap: "...What was that?"
Nav: *Trollface*
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Archduke Astro on May 08, 2012, 01:26:41 AM
0.52.1a.1 - multiple galaxies

Oh, you. ::)
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Upgradecap on May 08, 2012, 08:12:55 AM

0.52.1a.1 - multiple galaxies


0.55.1

Tweaks:
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Avan on May 08, 2012, 08:28:39 AM
Can't wait for stupid midterms to be over >.<
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Trylobot on May 08, 2012, 08:51:49 AM
Holy crap it's Avan
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: arcibalde on May 08, 2012, 09:01:23 AM
You sure?  ;D
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Avan on May 08, 2012, 06:09:54 PM
I wasn't gone *that* long (though I see someone has been busy posting...)
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Alrenous on May 08, 2012, 11:38:51 PM
Second or thirding the flux/shot tooltip.

I've done the calculation enough times that, off the top of my head:

Antimatter blaster is 1400 flux per shot.
Plasma cannon is 3400 flux per volley.

Now going to go check the exact value for plasma.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: cp252 on May 09, 2012, 12:44:55 AM
I love this game, but I also love the dev <3 Yay for attentive developers.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Upgradecap on May 09, 2012, 06:07:49 AM
I wasn't gone *that* long (though I see someone has been busy posting...)

Ehm. Who may that be? ;D
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: arcibalde on May 09, 2012, 06:39:59 AM

Ehm. Who may that be? ;D

It's ****Trylobot****. Look he's posting like mad  ;D
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Mattk50 on May 09, 2012, 11:23:39 AM
Has anyone else noticed any odd behavior for the AI for autofired stuff? like, if they dont want to be autofiring something and you have it set to autofire in the weapon groups, do they turn it off?
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Alex on May 09, 2012, 11:47:33 AM
Has anyone else noticed any odd behavior for the AI for autofired stuff? like, if they dont want to be autofiring something and you have it set to autofire in the weapon groups, do they turn it off?

The configuration in the weapons group dialog is just the default state for autofire. The AI can/will manage it on its own, just like you can.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Dragon239 on May 09, 2012, 02:06:59 PM
  • Added the ability to have ground battles.


I know this is a 'joke' but is there any sort of intention to ever add anything like this?
I'd like this, provided it wasn't done terribly - and judging from the current content, things aren't done terribly around here.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: cp252 on May 09, 2012, 08:01:04 PM
It's been discussed before. To do ground battles 'not terribly' would require the effort of making another game.
Not entirely sure what the official word is
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: FlashFrozen on May 09, 2012, 10:34:33 PM
Well you never know :P since if you mouse over the marines you do get

" Heavily armed and equipped with powered armor, marines specialize in breaching and boarding disabled ships and providing security for planetside operations. "

*hint hint wink wink*

Oh and it always bothers my OCD how the astral has the red and green / port starboard lights wrong, but alex manages to do it right for the atlas and the buffalos.
Ahh the little things in this game makes it enjoyable :)
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Little Bluberry Bomb on May 10, 2012, 01:46:01 AM
Plasma Cannon and Antimatter Blaster now generate flux when they fire (instead of as they charge), and will no longer try to fire when there isn't enough flux


The things that happen when you disappear for awhile, you may find your greatest peeve to have vanished.

Cheers on the patch.. both of them, technically, I suppose. Absolutely ace - I could probably shower praise all day but I'll spare you.

The addition of music may be my favourite new feature, time to go dig up my old EvE soundtrack.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: KDR_11k on May 10, 2012, 10:16:06 AM
It's been discussed before. To do ground battles 'not terribly' would require the effort of making another game.

I think that's what Derek Smart needs to realize.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Mattk50 on May 11, 2012, 08:44:06 AM
I've noticed my exported variants not being shared between missions, and my different campaigns, is this intentional?
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Alex on May 11, 2012, 11:50:35 AM
I've noticed my exported variants not being shared between missions, and my different campaigns, is this intentional?

Should be shared between different missions. Each campaign has its own set of custom variants, though - that's intentional, due to how character skills will influence what you can design.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Thaago on May 11, 2012, 12:28:46 PM
... due to how character skills will influence what you can design.

^Droooooool. By which I mean that I am excited for the prospect of designing and building elements to be incorporated into the RPG structure. I've always liked building stuff.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: BillyRueben on May 11, 2012, 12:54:25 PM
Each campaign has its own set of custom variants, though - that's intentional, due to how character skills will influence what you can design.
Bummer.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: cp252 on May 12, 2012, 07:59:14 AM
I hope he means that OP costs are affected, not 'you can't put these two weapons on the same ship unless your character is in this class'.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: icepick37 on May 12, 2012, 05:52:17 PM
I hope he means that OP costs are affected

Haha, I believe it is that one.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Mattk50 on May 13, 2012, 02:42:52 PM
When that captain personality thing comes in my whole fleet is getting cautious or cowardly captains. Im tired of my ships blindly rushing into combat, and right now its probably the middle ground of bravery too.

It will still be somewhat odd facing fleets of suicidal maniacs, though maybe a type of natural selection could be implemented and only the best suited captains will survive.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Alrenous on May 13, 2012, 05:39:15 PM
Ha, now I want to see captain personalities designed by evolutionary algorithm. Can even have the 'survival' score done by actual survival.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Tarran on May 13, 2012, 07:00:17 PM
Alex, the AI has a flaw/bug with running away too far while the enemy is venting.

To see what I mean: Arm brawler with two Hypervelocity Drivers (and no other weapons. Hull mods and vents/capacitors of your choosing), send to fight a Lasher variant with Harpoons. Wait until the Lasher vents. From my experience, the (Brawler) AI will run away at that point--unless it is at the edge of the Driver range (in that case it'll continue firing)--and go way past it's Driver range, missing the chance to inflict some very easy damage on the enemy ship. Usually the Brawler will also be in good condition, not even venting.



Hmm, thinking about it... Maybe it may just be the AI taking the chance to run down flux? If so, the flaw is not only running too far, but using a very inefficient way to dissipate flux since it doesn't vent. I would be fine if there was another ship nearby or something like that, but personally, I think in 1v1 combat this is still a flaw in the AI. Especially if the enemy's engines are disabled.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Arghy on May 14, 2012, 03:00:56 PM
Yeah noticed the AI having horrible timing also--made a ship vent its flux and my ship decides to run away instead of finishing it off. It could be due to the flux levels dropping so fast so the AI thinks the enemy is better then it for that period of time.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Alex on May 14, 2012, 04:40:12 PM
Right, it's something I'll take another look at - noticed it myself. It's a bit complicated, though - a venting ship isn't something you want to get close to unless you're certain of inflicting crippling damage. Otherwise, you end up right next to it when its flux hits 0, and yours is near-maxed. The AI is erring on the side of caution here, because a mistake can mean a dead ship, which would be more aggravating than missing out on doing some damage.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Tarran on May 14, 2012, 04:57:41 PM
One thing you might also take a look at is making the AI think about venting more often when it's not at critical flux levels and it's not using it's shields and it's not under attack or in danger. It would make the AI even better at getting rid of flux.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Thaago on May 14, 2012, 06:16:27 PM
One thing you might also take a look at is making the AI think about venting more often when it's not at critical flux levels and it's not using it's shields and it's not under attack or in danger. It would make the AI even better at getting rid of flux.

This is one of the biggest behavioral differences that I see between myself and the AI - I'll vent frequently when at low flux (in light combat) because it doesn't put my PD out of action long enough to take a missile hit. Its only when my flux gets forced to mid range by heavy fire that I can't vent at will anymore.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Alrenous on May 14, 2012, 07:02:27 PM
Running from venting ships can be complicated, but the current problem isn't. I just had an Apogee variant back off from a Venture while it vented - the Apogee was at 98 flux.

To confirm, I watched it max out the Venture again, and sure enough as soon as it started venting, the Apogee decided to be all honourable. It had got up to 1200 flux by this time.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Alex on May 14, 2012, 07:06:50 PM
Running from venting ships can be complicated, but the current problem isn't. I just had an Apogee variant back off from a Venture while it vented - the Apogee was at 98 flux.

I'm really glad you said that. Triggered a thought to check for something, and sure enough, there's a bug - it was accidentally considering whether the *target* is venting to determine whether *the ship* is vulnerable. Talk about doing the opposite of what you intended!

Unintended chivalry is dead now.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Tarran on May 14, 2012, 08:14:15 PM
I'm really glad you said that. Triggered a thought to check for something, and sure enough, there's a bug - it was accidentally considering whether the *target* is venting to determine whether *the ship* is vulnerable. Talk about doing the opposite of what you intended!
...Wow, how did you manage to do that? :P

Unintended chivalry is dead now.
Yay for *** captains kicking their enemies while they're down!
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: icepick37 on May 14, 2012, 09:00:35 PM
Yay! Keep chivalry in it's place!
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: KDR_11k on May 15, 2012, 12:13:50 AM
Heh, you could turn that chivalry into a character flaw for captains.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Madao on May 15, 2012, 01:31:40 AM
That's a good idea!! Chivalrous would be a great addition to the personality types.. Annoying, but great.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Ishikawa on May 15, 2012, 01:35:20 AM
Yeah i'm looking forward to hegemony captains letting me vent in peace ;P
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Alrenous on May 15, 2012, 02:53:15 AM
I only did one test, but I think it is currently exploitable. If so, venting is currently opponent repellent.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: WK on May 15, 2012, 03:40:24 AM
Obviously the vent gases are noxious. :)
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: KDR_11k on May 15, 2012, 06:23:56 AM
BTW, the Codex still calls the Aurora the fastest cruiser in the sector but the Falcon is a bit faster now.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Shoat on May 15, 2012, 10:23:31 AM
If so, venting is currently opponent repellent.

Well, it still doesn't do anything about missiles that are headed your way, so you cannot just vent for safety whenever you want.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: IIE16 Yoshi on May 15, 2012, 12:23:02 PM
Obviously the vent gases are noxious. :)

Perhaps that could be turned into a thing

Ships getting caught in a another ship's venting will get burned by the (presumably) plasma being shed. Ships with better flux hurt more, due to being able to shed the plasma faster.

Pesky frigate overloading your battleship's shields? No matter, vent, and BURN HIS FACE OFF!
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Upgradecap on May 15, 2012, 12:30:35 PM
Obviously the vent gases are noxious. :)

Perhaps that could be turned into a thing

Ships getting caught in a another ship's venting will get burned by the (presumably) plasma being shed. Ships with better flux hurt more, due to being able to shed the plasma faster.

Pesky frigate overloading your battleship's shields? No matter, vent, and BURN HIS FACE OFF!

I hope that it will just be an aesthetic piece, the burnt scars on a ship, because if it really showed as damage, then that would be an Op thing, since it removes the vulnerability of venting (which is supposed to be there)
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: KDR_11k on May 15, 2012, 01:46:38 PM
Yeah, I already suggested a hull mod that would turn the venting into a minor weapon (then again at close range that still means your point defense is down and the enemy is getting the option to kick you in the face with a reaper torpedo) but the suggestion got shot down quickly.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Anysy on May 15, 2012, 03:29:17 PM
Venting should totally create temporary nebula though. Thatd be awesome.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: cp252 on May 15, 2012, 05:09:46 PM
Want to release another bugfix patch, or is that going into .53?
When captain personalities come in 'chivalrous' should be in there. We already know what can be done to cause it~
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: BillyRueben on May 15, 2012, 05:37:09 PM
When captain personalities come in 'chivalrous' should be in there. We already know what can be done to cause it~
Well, I already know which captains I'm going to "let go" first.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Occams_Razor on May 15, 2012, 05:41:30 PM
Want to release another bugfix patch, or is that going into .53?
When captain personalities come in 'chivalrous' should be in there. We already know what can be done to cause it~

I don't know about 'chivalrous' specifically, but I do think the general idea of captains behaving non-optimally is a good one. Historically, it's generally agreed that even the most successful naval commanders made horrible mistakes, even during battles that resulted in clear victories.

Every time a frigate dances around right outside my battleship's weapon's range, I think of World War II, when American Captains, that often had advanced search and fire-control radars, tended to close to visual range anyway, really for no logical reason.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: IIE16 Yoshi on May 17, 2012, 03:18:44 PM
Obviously the vent gases are noxious. :)

Perhaps that could be turned into a thing

Ships getting caught in a another ship's venting will get burned by the (presumably) plasma being shed. Ships with better flux hurt more, due to being able to shed the plasma faster.

Pesky frigate overloading your battleship's shields? No matter, vent, and BURN HIS FACE OFF!

I hope that it will just be an aesthetic piece, the burnt scars on a ship, because if it really showed as damage, then that would be an Op thing, since it removes the vulnerability of venting (which is supposed to be there)

It still means your ship is helpless while it's venting, just that ships caught in the way will get burned by it too, so more fool them for getting into knife-fight range.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Temjin on May 17, 2012, 04:36:41 PM
Obviously the vent gases are noxious. :)

Perhaps that could be turned into a thing

Ships getting caught in a another ship's venting will get burned by the (presumably) plasma being shed. Ships with better flux hurt more, due to being able to shed the plasma faster.

Pesky frigate overloading your battleship's shields? No matter, vent, and BURN HIS FACE OFF!

I hope that it will just be an aesthetic piece, the burnt scars on a ship, because if it really showed as damage, then that would be an Op thing, since it removes the vulnerability of venting (which is supposed to be there)

It still means your ship is helpless while it's venting, just that ships caught in the way will get burned by it too, so more fool them for getting into knife-fight range.

...except this will also damage missiles and fighters coming your way, which reduces your vulnerability. Not a good idea.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Radradrobot on May 17, 2012, 07:38:03 PM
Random thought on the augmented engines hull mod.  The engine augmentation messes with with the vents, right.  What happens when you are not thrusting forward or reverse?  Would the engine not reture to a normal vent rate?  The engine could be cooling down when not in use during a fight.  Vents would return to normal after a certain time, 15-30 seconds.  What happens with the engins when they are damaged to a certain point made me think of this possiblity.  Showing you how much more your engines can endure before they flame out.

Thank you for your time reading this.  I just had a random thought on that bit of this amazing piece of software!
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: neonesis on May 18, 2012, 03:40:41 AM
Random thought on the augmented engines hull mod.  The engine augmentation messes with with the vents, right.  What happens when you are not thrusting forward or reverse?  Would the engine not reture to a normal vent rate?  The engine could be cooling down when not in use during a fight.  Vents would return to normal after a certain time, 15-30 seconds.  What happens with the engins when they are damaged to a certain point made me think of this possiblity.  Showing you how much more your engines can endure before they flame out.

Thank you for your time reading this.  I just had a random thought on that bit of this amazing piece of software!
Nice idea, but for me, augmented engines means that certain amount of space required for increasing thrust is taken from space available as vents. It's not something flexible, it's built in ship's hull. Essentialy, you take vents out of your ship, and insert additional engines there.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Radradrobot on May 18, 2012, 09:07:01 AM
Random thought on the augmented engines hull mod.  The engine augmentation messes with with the vents, right.  What happens when you are not thrusting forward or reverse?  Would the engine not reture to a normal vent rate?  The engine could be cooling down when not in use during a fight.  Vents would return to normal after a certain time, 15-30 seconds.  What happens with the engins when they are damaged to a certain point made me think of this possiblity.  Showing you how much more your engines can endure before they flame out.

Thank you for your time reading this.  I just had a random thought on that bit of this amazing piece of software!
Nice idea, but for me, augmented engines means that certain amount of space required for increasing thrust is taken from space available as vents. It's not something flexible, it's built in ship's hull. Essentialy, you take vents out of your ship, and insert additional engines there.

I see what you mean.  It makes since.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Vind on May 18, 2012, 11:05:28 PM
Augmented engines is nice improvement in ship survivability, especially then ship is AI controlled. Meager flux penalty vs vastly improved speed on frigates or destroyers. Excellent upgrade as it is - dont need to be better.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Thaago on May 19, 2012, 09:33:01 AM
I think Augmented Engines is good and the decreased flux makes thematic sense. I also think its a little pricey considering how big the flux penalty is. I still use it sometimes, but not very often.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Tarran on May 19, 2012, 12:30:32 PM
Personally, I think AE is a pricey trade-off. I can certainly see some use in it, but the OP cost along with the flux cost kinda kills it's use in a way. I almost never use it in the latest versions.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Darloth on May 19, 2012, 05:00:05 PM
Augmented engines is very good for ships you don't really want to actually fight with - like freighters, that you're ordering around for their cargo space.

That way they don't slow down the fleet much, and you really don't care about how bad it makes them in a fight because they were already awful.

Venting should totally create temporary nebula though. Thatd be awesome.

I like this idea, I think that would be really neat.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Radradrobot on May 20, 2012, 06:30:29 AM
Venting should totally create temporary nebula though. Thatd be awesome.

I like this idea, I think that would be really neat.
[/quote]

That sounds interesting.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: jacobgr43 on May 20, 2012, 03:50:29 PM
There's a contradiction in the Assault Chainguns codex, the description of the Assault chaingun states that it can fire nearly 800 rounds per minute when the actual specs state that the Assault chaingun has a fire rate of 400 rounds per minute.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Alex on May 20, 2012, 04:10:30 PM
There's a contradiction in the Assault Chainguns codex, the description of the Assault chaingun states that it can fire nearly 800 rounds per minute when the actual specs state that the Assault chaingun has a fire rate of 400 rounds per minute.

Thanks - left over from when it did, in fact, do that :)
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Tarran on May 20, 2012, 05:46:41 PM
Awww, why did you change that? It would have been awesome to see 1.2 rounds per second from each gun filling the screen with hot lead. :P
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Thaago on May 20, 2012, 08:40:24 PM
Well 800 rounds per minute is 13.333 rounds per second, or 1 round every 4-5 frames running at 60 fps. Thats a looot of projectiles :D
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Psycho Society on May 21, 2012, 01:54:24 AM
I like the assault chain gun better now than at any point in the past. I didn't used to like it, but now it's just such a beast.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Tarran on May 21, 2012, 03:16:22 AM
Well 800 rounds per minute is 13.333 rounds per second, or 1 round every 4-5 frames running at 60 fps. Thats a looot of projectiles :D
Oh. I'm a horrible counter. Derp, 800/60 is not 1.2 Tarran, that's 80/60. LEARN YOUR DARN MATH.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: KDR_11k on May 21, 2012, 09:53:23 AM
Well 800 rounds per minute is 13.333 rounds per second, or 1 round every 4-5 frames running at 60 fps. Thats a looot of projectiles :D

Now I want a Phalanx-level gatling cannon. 10800 RPM: THAT is a lot of projectiles!
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Timasaurus 007 on May 22, 2012, 01:15:00 AM
Hello everyone.

I bought this game a while ago and joined the forum, I am just wondering, since there is no automatic update system at the moment.
How can I get the new update, I have all billing information if I must be authenticated.

if anyone could PM me that would be much appreaciated, if not, i'll try to get back to you.

Timasaurus 007
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Vandala on May 22, 2012, 02:26:14 AM
Hello everyone.

I bought this game a while ago and joined the forum, I am just wondering, since there is no automatic update system at the moment.
How can I get the new update, I have all billing information if I must be authenticated.

if anyone could PM me that would be much appreaciated, if not, i'll try to get back to you.

Timasaurus 007
Can't you just download them from the main page? There is a link in the opening post of this topic to the download page.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Timasaurus 007 on May 25, 2012, 03:31:30 AM
Oh.

At first I thought it linked to a transaction page for the game.

Thanks :P
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Faiter119 on May 26, 2012, 03:59:38 AM
Alex? Why u no grant me new patch notes?! You have already announced new features!
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Tarran on May 26, 2012, 11:10:07 AM
You are not yet worthy of the Holy Patch Notes, young one.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: YAZF on May 26, 2012, 01:18:01 PM
Alex? Why u no grant me new patch notes?! You have already announced new features!

Patience. They will come. He wouldn't want to say something is coming out only to then realize while programming that it doesn't work like how he wanted or something. There's also a lot more in each patch than just one new feature.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Archduke Astro on May 26, 2012, 03:51:10 PM
There's also a lot more in each patch than just one new feature.

Yes, to put it mildly (http://fractalsoftworks.com/forum/index.php?topic=1869.msg21495#msg21495). 8) I was astounded at how that list grew.
Title: Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
Post by: rada660 on May 27, 2012, 06:48:39 AM
One tiny bit If you don't mind, Make the Refit Screen where you look at the Ship, to be able to zoom out even more,

Omega's Minimash contains a Ship called the OMEGA-class Dreadnought and the damn thing is way too big for me to be able to refit it, as it doesn't let me watch the entire ship.

It should let you zoom out far enough to see the entire ship - I actually tested it with that one.

well you should now let us SCROLLING the ship around in the refitting windows, because lets stay with the omega, you can zoom out yes, but happen that small turret point is hard to click on when too much zoomed out, so you need to rezoom-in but lead that some of them land into the naming section and you can click those when at the good zooming point.

so add the scrolling feature pretty pweaaaaaaassseeeeee :3 ( for the next build lol )
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: arcibalde on May 28, 2012, 03:59:10 AM
Or instead making Alex build new feature just for 1 ship moders could build little bit smaller ships... Somewhere should be the line. Why not here?
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Mattk50 on May 28, 2012, 04:09:50 AM
allowing zoomout to the extents of the ship + the height of those bottom buttons would fix it once and for all. currently they cover the bottom of the ship on some mods.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Temjin on May 28, 2012, 09:20:22 AM
Or instead making Alex build new feature just for 1 ship moders could build little bit smaller ships... Somewhere should be the line. Why not here?

:agreed:
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Upgradecap on May 28, 2012, 09:28:45 AM
Or instead making Alex build new feature just for 1 ship moders could build little bit smaller ships... Somewhere should be the line. Why not here?

I do not understand this comment.  Are you asking for the zoom to be able to zoom in more or what?
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: arcibalde on May 28, 2012, 10:03:24 AM
I do not understand this comment.  Are you asking for the zoom to be able to zoom in more or what?
I'm just saying that ship size should have some limit. Today it's Omega tomorrow it's gonna be Gigantes (bigger then Omega) and day after it's gonna be Titanko (bigger then Gigantes) and so on... We need line. Why not draw it now, like it is. Just make smaller ships.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Shoat on May 28, 2012, 02:07:28 PM
I do not understand this comment.  Are you asking for the zoom to be able to zoom in more or what?
I'm just saying that ship size should have some limit. Today it's Omega tomorrow it's gonna be Gigantes (bigger then Omega) and day after it's gonna be Titanko (bigger then Gigantes) and so on... We need line. Why not draw it now, like it is. Just make smaller ships.


Why put limits where it's not required? The only limit there should be on ship size is "when it makes the game crash".
Intentionally limiting modders is detrimental to how enjoyable (and successful) a game is.

So if the resources (Alex's time) are available and it is a reasonably doable request (in this case a comparatively simple UI feature that would allow for extra freedom for modders) I see no reason why we should ever "draw a line".
It's all just a question of when Alex will have some spare time to put into such smaller suggestions.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: MidnightSun on May 28, 2012, 03:16:18 PM
Not saying that this is necessarily the case here, but certain limits exist that are well within the realms of what the game can "handle." Why? Limits allow games to guarantee stability, which I think is a great reason for Starfarer's very polished feel even in the alpha stage. I've never had Starfarer crash on me before, unlike, say, Battleships Forever. Just a thought to keep in mind.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Temjin on May 28, 2012, 03:55:00 PM
It's pretty simple. He has bigger and better priorities than making a separate zoom function for a size of ship that was never designed to be in the game in the first place. In fact, he said something to that effect elsewhere on the site.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Mattk50 on May 28, 2012, 11:56:58 PM
you guys realize he already made a zoom function for it, right. its just not working as intended due to the room taken by buttons on screen.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Upgradecap on May 29, 2012, 12:01:17 AM
Yeah, and he's been talking about *possibly* adding the function to be able to move around the ship instead of zooming.

(I can't remember that word for when you move around thr corners of a map >.<)
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Vandala on May 29, 2012, 01:04:55 AM
Yeah, and he's been talking about *possibly* adding the function to be able to move around the ship instead of zooming.

(I can't remember that word for when you move around thr corners of a map >.<)
Edge scrolling?
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Upgradecap on May 29, 2012, 05:16:00 AM
Yeah, I think that's the word :)
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Alex on May 29, 2012, 02:26:12 PM
you guys realize he already made a zoom function for it, right. its just not working as intended due to the room taken by buttons on screen.

Can you point me to an example ship where this happens? It should be leaving extra room for the buttons.

This brings me to my next point - features only used/needed by mods are likely to be buggy... although, really, if a modded ship can't be properly refitted in the game, I'd argue that that's a bug in the mod.

I understand that mods will push the limits of what the game engine supports - that's a large part of the fun and appeal of mods. But inevitably, this also means that some rough edges get exposed, and this is one of those. This is ok - mods get to explore things the base game doesn't, precisely because of these rough edges.

If I were to address it (and I might at some point, especially if something in the vanilla game ends up needing it), another mod would just push the limits further until another rough edge is reached. Combine that with the fact that features not explicitly needed by the vanilla game don't get the testing they'd need (and thus tend to be buggy), and I hope you'll see why something like this is near the bottom of the priority list.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: FlashFrozen on May 29, 2012, 05:21:15 PM
I think the problem with the refit screen is it takes the center point specified in .ship file rather than the center of the sprite, and you can end up with ship being covered up with buttons like this:

(http://i.imgur.com/e7zjv.png)

Ahhh, the omega class ship, the bane of refit screens even to this day :D
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Archduke Astro on May 29, 2012, 07:14:32 PM
I think the problem with the refit screen is it takes the center point specified in .ship file rather than the center of the sprite, and you can end up with ship being covered up with buttons like this:

Quoted for truth. That's precisely what happens to me when I pull an Omega into the refit screen. The eccentric (literally!) zoom effect on that hull is, shall we say, suboptimal.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Sunfire on May 29, 2012, 07:36:15 PM
Also that's an awesome fleet
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Alex on May 29, 2012, 08:16:32 PM
Ah - thanks for pointing that out, guys. Fixed that up - it was actually a slightly different issue. The code was aware of the center of the sprite, but was not scaling it based on zoom level - so, it'd get way off center as you zoomed out. The Omega fits perfectly now.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Avan on May 30, 2012, 09:43:08 AM
When will the next version's thread go up? XP
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Upgradecap on May 30, 2012, 09:52:22 AM
When will the next version's thread go up? XP

I'm guessing your answer is Soon™. :)
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Avan on May 30, 2012, 10:28:22 AM
Its kinda weird we get a blog post before the 'things we are working on/have worked on' thread

(on that note, getting a general "things we would *like* to do for this version, or are working on right now" roadmap in the post would be handy)
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: cp252 on May 30, 2012, 02:58:46 PM
We get a blog post about what he's working on, but he's not ready to give us specifics I suppose. And he doesn't feel safe suggesting that he might do something and then be unable to deliver.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Movementcat on May 30, 2012, 11:57:34 PM
Need that Content :-) NOW !

Im since Appstore so content spoiled :-(
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: KDR_11k on May 31, 2012, 09:28:43 AM
Stay away from anything made by Arcen or you'll get really spoiled by their patch rate.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Upgradecap on May 31, 2012, 09:49:55 AM
Arcen???

What's that?
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: icepick37 on May 31, 2012, 10:16:29 AM
Stay away from anything made by Arcen or you'll get really spoiled by their patch rate.
Or annoyed by it, haha.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Shoat on May 31, 2012, 10:32:37 AM
Arcen???

What's that?

www.arcengames.com/w/

Not sure what to think of their newest creation, but AI wars is a genius strategy game.

They have a habit of releasing multiple patches a week for their current project (and there even is 1 patch every 1 or 2 weeks for AI wars even though it is quite old already), each with a full post explaining every single change in that patch.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Alex on May 31, 2012, 10:52:46 AM
About a new patch notes thread - I'd like to put one up, but I'm really in the thick of things, working on ship systems. At this point, I'm not sure which ones will make the cut, which ones will end up on which ships, etc - so while there's already a lot done, I can't really talk about it in detail, because the details aren't set :)

However, because you guys are awesome:

(http://fractalsoftworks.com/public/displacer.png) (http://fractalsoftworks.com/public/displacer.png)

(Click image to enlarge)

Things that may not be final about this screenshot:

Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Upgradecap on May 31, 2012, 10:56:42 AM
Holy crap! :o
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Psycho Society on May 31, 2012, 10:58:25 AM
Well that's neat.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Wyvern on May 31, 2012, 10:59:22 AM
Oooh, shiny.  Maybe means we'll start seeing special uses for phase weaponry soon?

Once you do have a better handle on which systems will make the cut, etc, I'd be interested in knowing a bit more about that process - some examples of things that didn't make the cut & why, factors in deciding which systems should go on what ships, why flares are a ship system rather than a more normal PD gun, etc.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: KriiEiter on May 31, 2012, 11:22:57 AM
Awesome new system! 

It'd be nice if the color would be different than the shield color, (aka not blue or red)  but otherwise fantastic!
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: icepick37 on May 31, 2012, 11:26:08 AM
I bet it's a teleporter!  Looks awesome!  :D

Also: Dowantdowantdowantdowantdowantdowantdowantdowantdowantdowantdowantdowantdowantd owantdowant...  etc.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Upgradecap on May 31, 2012, 11:38:11 AM
I bet it's a teleporter!  Looks awesome!  :D

Also: Dowantdowantdowantdowantdowantdowantdowantdowantdowantdowantdowantdowantdowantd owantdowant...  etc.

It's actually phase related stuff....

As it's description states.......
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: silentstormpt on May 31, 2012, 11:39:21 AM
Dear sir Alex, even if u dont end up making some systems available to the game, add them anyway for the modding community to make use of it, specially that "Blink" ability u just posted!
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: KriiEiter on May 31, 2012, 11:39:48 AM
I bet it's a teleporter!  Looks awesome!  :D

Also: Dowantdowantdowantdowantdowantdowantdowantdowantdowantdowantdowantdowantdowantd owantdowant...  etc.

It says what it is in the picture.  A Phase Displacer (no flux dissipation on enemy ship).  Not sure how long the ability lasts, and if it only can be activated if within a certain range?  This could be deadly to energy based ships like the TT, and might make ballistic ships super powerful (depending on how long it lasts).  A deadly skill nonetheless.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Upgradecap on May 31, 2012, 11:41:00 AM
Dear sir Alex, even if u dont end up making some systems available to the game, add them anyway for the modding community to make use of it, specially that "Blink" ability u just posted!

Oh dear god, the modding community will go haywire over it! Not that it's a bad thing... :)
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: icepick37 on May 31, 2012, 11:47:22 AM
It's actually phase related stuff....

As it's description states.......
You could be displacing through space using phase tech. Aka a teleporter.  :p  I ain't not no undummy. I read it and put thought in it. What do you think it does? Could be decoy by the looks of it.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Upgradecap on May 31, 2012, 12:03:32 PM
To be honest, I thought it cloaked ships and made them invisible by normal means, unless spotted by another hull specific mod, say, a radar or sonar? :)

And then used to counter with phase weapons, much like the ASW stuff we got now.
But provided it didn't get spotted, it could potentially wreck enemy lines, by getting behind them and unleashing hell on their tailpipe :)
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Wyvern on May 31, 2012, 12:06:01 PM
It says what it is in the picture.  A Phase Displacer (no flux dissipation on enemy ship).  Not sure how long the ability lasts, and if it only can be activated if within a certain range?  This could be deadly to energy based ships like the TT, and might make ballistic ships super powerful (depending on how long it lasts).  A deadly skill nonetheless.

Odd, I read that completely opposite: as it being active preventing itself from dissipating flux.  I think icepick37 has the right of it: it's a decoy system that makes your ship look like it's somewhere it's not.  Of course, that thought may be somewhat influenced by D&D displacer beasts...  Teleporter is another possibility.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: KriiEiter on May 31, 2012, 02:07:09 PM
It says what it is in the picture.  A Phase Displacer (no flux dissipation on enemy ship).  Not sure how long the ability lasts, and if it only can be activated if within a certain range?  This could be deadly to energy based ships like the TT, and might make ballistic ships super powerful (depending on how long it lasts).  A deadly skill nonetheless.

Odd, I read that completely opposite: as it being active preventing itself from dissipating flux.  I think icepick37 has the right of it: it's a decoy system that makes your ship look like it's somewhere it's not.  Of course, that thought may be somewhat influenced by D&D displacer beasts...  Teleporter is another possibility.

Yeah, I think you're actually correct on this after looking at it again.  I saw it as one ship chasing an enemy ship at first, but teleport actually makes more sense.  Then you just have no flux dissipation for awhile after you teleport, and that makes much more sense than what I thought before.

I'd like what I thought it was doing as a ship system too though.  Temporarily shut down all dissipation on the enemy ship?  Yes please.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Vandala on May 31, 2012, 04:53:18 PM
Oh my, that looks great!

But is it a teleporter or perhaps a illusionary double effect or temporary invisibility with an after effect?

Very interesting. I hope to see it in the game some day.

I got my fingered crossed that its a teleport.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Psycho Society on June 01, 2012, 03:14:50 AM
You guys read into things way too much. No flux dissipation on enemy ships, really? That's a bit of a stretch from that one screenshot. We've heard about teleportation before, this system is probably testing that.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: IIE16 Yoshi on June 01, 2012, 07:29:47 AM
Zero flux dissipation for the ability to literally jump into a fight and 'knife' someone with antimatter blasters. This is a prospect I am totally okay with. Then again, this is a prospect I am totally not okay with the AI using on me.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Alex on June 01, 2012, 02:26:16 PM
Once you do have a better handle on which systems will make the cut, etc, I'd be interested in knowing a bit more about that process - some examples of things that didn't make the cut & why, factors in deciding which systems should go on what ships, why flares are a ship system rather than a more normal PD gun, etc.

Yeah, that sounds good - I think another post on systems might be in order at some point.

Dear sir Alex, even if u dont end up making some systems available to the game, add them anyway for the modding community to make use of it, specially that "Blink" ability u just posted!

I hear you, but if something doesn't make the cut, it's generally for a reason - and you can be it would be unpolished, too.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: KDR_11k on June 01, 2012, 03:11:17 PM
Do I spot an ammo counter for ship systems there?
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: icepick37 on June 01, 2012, 03:22:05 PM
Aye. If you watch the systems video the lasher has around 5 flare volleys I think. Then it's out.

Not that it's final or anything.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Dx on June 01, 2012, 04:16:46 PM
.. or sonar? :)
In space? How? 8)
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Shoat on June 01, 2012, 06:01:37 PM
.. or sonar? :)
In space? How? 8)

Obviously the device creates an atmosphere around the ship, fills it with water, and then stars sonar-ing around.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Vandala on June 01, 2012, 06:37:53 PM
.. or sonar? :)
In space? How? 8)
Graviton Wave Sonar?  ???
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: BillyRueben on June 01, 2012, 07:40:48 PM
SCP-10021: Space Sonar
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: cp252 on June 01, 2012, 08:20:09 PM
It's sonar because MAGIC shut up  >:( /covers ears I can't hear you lalala
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Anysy on June 01, 2012, 08:59:25 PM
The principal of sonar (and/or radar) (SOund Navigation and Ranging) (RAdio Detection and Rangin) works fine in space. You just need to use a wave that works in the medium you are in - Might as well be LIDAR...
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: theSONY on June 02, 2012, 08:44:39 AM
in space no one can hear your screem Bcuz there are no molecules to vibrate.
So, in order for sound to travel, there has to be something with molecules for it to travel through.
No sound in space,so its not a SONAR
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Upgradecap on June 02, 2012, 09:06:46 AM
The principal of sonar (and/or radar) (SOund Navigation and Ranging) (RAdio Detection and Rangin) works fine in space. You just need to use a wave that works in the medium you are in - Might as well be LIDAR...

Thank you for the explanation - when i said "Sonar" i was thinking a sonar that tracked the thrusters of a ship, much like the sonar of today, by the heat-emissions. (Thermal camera someone? Though more advanced :D)
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Anysy on June 02, 2012, 01:23:36 PM
as spaceships are basically the only things in space that produce heat, yeah that should definitely work..

There was a position on german ww2 subs for a guy that literally just sat and listened to the water all day long - What youre talking about, listening to the turbines spin, could actually be used to divine how fast a ship was going, and a heading (when combined with direction from the sub/change in direction from the sub over time).

It was actually really cool, (and you should try silent hunter 3, if you have the temperament for that kind of maths).
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Upgradecap on June 02, 2012, 01:31:05 PM


It was actually really cool, (and you should try silent hunter 3, if you have the temperament for that kind of maths).


Loved that game. I also was a pro at it back in the days. Sank the Bismarck using a midget sub. ;D
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Anysy on June 02, 2012, 03:10:19 PM
The Bismark you said.. I sunk that with a hyperion..
Wait.

But yeah; I never really was that good at it, but it was loads of fun to blow stuff up, when you actually managed to get a magnetic torpedo to hit right.  And not be a dud.

Speaking of the hyperion. Thats totally getting a fancy cloaking device, right?
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Vandala on June 02, 2012, 03:31:52 PM
Speaking of the hyperion. Thats totally getting a fancy cloaking device, right?

Wow, that would be really nice.  :o
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Shoat on June 02, 2012, 04:42:58 PM
Speaking of the hyperion. Thats totally getting a fancy cloaking device, right?

Wow, that would be really nice.  :o


It would finally justify it being as expensive as a cruiser-size ship while being as fragile as a single fighter.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Reapy on June 03, 2012, 07:41:58 AM
I love every idea you guys come up with, for real. Just when I think the game can't get much cooler, bam.  You have a brain for game design, really excited to see the features keep rolling out. Awesome stuff!
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Tarran on June 03, 2012, 12:02:47 PM
Speaking of the hyperion. Thats totally getting a fancy cloaking device, right?

Wow, that would be really nice.  :o
It would finally justify it being as expensive as a cruiser-size ship while being as fragile as a single fighter.
What, don't the 2 medium and 2 small energy, and 2 small missile slots, the highest flux dissipation and capacity for frigates, the third fastest frigate speed speed, the highest max OP for frigates, the largest frigate shield around, the second best shield efficiency for frigates, and the fastest turning speed for a frigate justify it?
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Anysy on June 03, 2012, 12:29:42 PM
Speaking of the hyperion. Thats totally getting a fancy cloaking device, right?

Wow, that would be really nice.  :o
It would finally justify it being as expensive as a cruiser-size ship while being as fragile as a single fighter.
What, don't the 2 medium and 2 small energy, and 2 small missile slots, the highest flux dissipation and capacity for frigates, the third fastest frigate speed speed, the highest max OP for frigates, the largest frigate shield around, the second best shield efficiency for frigates, and the fastest turning speed for a frigate justify it?
Nope.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Shoat on June 03, 2012, 12:35:15 PM
Speaking of the hyperion. Thats totally getting a fancy cloaking device, right?

Wow, that would be really nice.  :o
It would finally justify it being as expensive as a cruiser-size ship while being as fragile as a single fighter.
What, don't the 2 medium and 2 small energy, and 2 small missile slots, the highest flux dissipation and capacity for frigates, the third fastest frigate speed speed, the highest max OP for frigates, the largest frigate shield around, the second best shield efficiency for frigates, and the fastest turning speed for a frigate justify it?



I never said it's a bad ship. Just ridiculously impractical.
It's just not justifyable to use it in campaign due to it's extreme cost and fragile-ness unless you've already "won" and have near-infinite resources.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Tarran on June 03, 2012, 12:41:55 PM
Nope.
Explain in more depth why it doesn't justify it please. Because with those stats, the Hyperion is a monster of a frigate if it can avoid getting overwhelmed.

I never said it's a bad ship. Just ridiculously impractical.
It's just not justifyable to use it in campaign due to it's extreme cost and fragile-ness unless you've already "won" and have near-infinite resources.
For it's extreme cost, it can take out cruisers and battleships given the chance (see: Sinking the Bis'mar), many which can cost more in cash, and all cost more in FP.

For it's fragility in integrity and armor, it gives great shielding, great maneuverability, and pretty much the best firepower a frigate can offer.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Anysy on June 03, 2012, 12:54:32 PM
Sure.

The hyperion is a really great ship in small engagements. It has the tactical power to engage virtually any opponent up to cruiser level either favorably or at least on even terms, given good pilot skill. At worst case, there is nothing that can engage the HYPERION favorably, in a 1v1 or similar engagement. Anything large enough to actually outpower it cant get close enough, and anything with the speed to catch it doesnt compare in firepower.

The problem is that as fleet sizes increase, the hyperion becomes more useless. It cannot stand up to missile barrages, getting surrounded, etc. The hyperion needs one thing to be viable in these battles - A method to hard disengage from combat, at will.

Assuming some fairly limited things (ai cant target a cloaked ship, no missile locks, etc) with some tradeoffs (shields probably wont work, i imagine no 0-flux speed boost, can still be hit by projectiles)

Anyway, a cloaking device gives the Hyperion a means to stay viable in a large fight - A way to completely ignore missile spam, a method of disengaging from masses of fighters, and ultimately - A way to deliver its firepower on a high value target without shields/pd/ai focus following the Hyperion.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Tarran on June 03, 2012, 01:15:36 PM
It cannot stand up to missile barrages,
How big of a missile barrage are you talking about and what kind? I had 4 Pilum launchers (12 missiles) going at mine with two burst lasers and it was barely even phased. The only times it was hit was due to an AI failure in not turning: Not a ship failure.

getting surrounded
How many ships do you know of that can survive being surrounded very well? In my book, being surrounded is worst case, and few ships can come out of it.

And even then, the Hyperion is pretty fast, possibly fast enough to even get out.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Anysy on June 03, 2012, 02:11:03 PM
4? Really? Thats it?

Hegemony fleets love their LRMs. A 100 FP fleet will probably have about 20 LRM launchers. Probably more. You can bet they will all be focused at your hyperion.

Additionally, getting surrounded isnt the main issue in itself - Its that BECAUSE the Hyperion acts alone, it wont have the backup of its phalanx. A main battle fleet will have overlapping fields of fire, and plenty of combined point defense - The Hyperion has none of that. Throw a few wings of interceptors at it, and it is forced to back off while engaging solely the interceptors. Throw in a couple of LRMs.. and well.. The Hyperion lacks the PD to deal with it. The main issue here is being surrounded by interceptors, which is not something you usually see in small fleets.

Sure, the fleet is sacrificing a lot of resources to deal with a single pesky frigate - But that frigate has the power to virtually singlehandedly sink any capital ship in the fleet if left untouched.

Again - The primary issue is that as fleet sizes scale up, the Hyperion loses its place.

edit; i really liked the letter O. A little bit too much.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Shoat on June 03, 2012, 02:58:13 PM
How many ships do you know of that can survive being surrounded very well? In my book, being surrounded is worst case, and few ships can come out of it.


In actual campaign engagements, your Hyperion will rarely be in it's optimal combat situation you know from the Bis'Mar mission.

Any ship can and will get into unfavorable situations where it just dies without any hope of survival, and the Hyperion is too expensive to risk that (unless, as I said before, you already have *** tons of resources to spare).


Also, unless it's player piloted, buying a Hyperion is pretty much just flushing your money down the toilet.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Tarran on June 03, 2012, 03:16:57 PM
4? Really? Thats it?
Hey, the simulator doesn't come with a whole lot of Pilum-armed ships.

Hegemony fleets love their LRMs. A 100 FP fleet will probably have about 20 LRM launchers. Probably more. You can bet they will all be focused at your hyperion.
If I remember correctly, when I was playing Sinking the Bis'mar (with no PD) just recently, it seems like most of the missiles fired from it were aimed at my Tempests, at least in the beginning. So I'm not too sure about that.

Also, I noticed you mentioned the Hegemony only. That's just one faction. Does what the Hegemony use apply to any other factions?

Additionally, getting surrounded isnt the main issue in itself - Its that BECAUSE the Hyperion acts alone, it wont have the backup of its phalanx. A main battle fleet will have overlapping fields of fire, and plenty of combined point defense - The Hyperion has none of that. Throw a few wings of interceptors at it, and it is forced to back off while engaging solely the interceptors. Throw in a couple of LRMs.. and well.. The Hyperion lacks the PD to deal with it. The main issue here is being surrounded by interceptors, which is not something you usually see in small fleets.
Don't all ships act alone in this game? From my experience, I've gotten the impression that all ships go off on their own if you don't tell them to stay together, and the only reason big ships stay together is because they're so slow.

Sure, the fleet is sacrificing a lot of resources to deal with a single pesky frigate - But that frigate has the power to virtually singlehandedly sink any capital ship in the fleet if left untouched.
Doesn't that make the cost of the Hyperion worth it then, if the enemy sacrifices a lot of resources? Resources that could be used on your bigger ships?

In actual campaign engagements, your Hyperion will rarely be in it's optimal combat situation you know from the Bis'Mar mission.
Yes, I know that. I was just giving an example of what happens when it gets free reign on a large ship.

Any ship can and will get into unfavorable situations where it just dies without any hope of survival, and the Hyperion is too expensive to risk that.
Can't that be said about quite a few ships?

Also, unless it's player piloted, buying a Hyperion is pretty much just flushing your money down the toilet.
Then that's an AI problem, not a player problem, isn't it?
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Anysy on June 03, 2012, 03:39:14 PM
I admit to a general lack of recent knowledge on other fleets - I generally try to run with themes (ie, all hegemony ships, engaging tritachyon, or the opposite), so I never really take the hyperion against tritachyon fleets. Additionally, I dont think ive picked one up in a while, as they are basically rich person toys.. And i havent played vanilla for a while.

And yes - the hyperion requires a fair commitment of resources to nullify it in a fight.. But throwing LRMs at a pd heavy main battle fleet isnt really that useful. Interceptors are best used to.. intercept targets like the hyperion anyway - that is their role.

On stuff not working together.. well.. that doesnt matter as much as you think it does. the ships dont need to stand in some silly formation, they just need to be somewhat near each other. I tend to order fleets around with assault/defend orders over other stuff, which tends to keep them at least somewhat near each other
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: KDR_11k on June 04, 2012, 01:16:31 PM
What does a hyp do when tach lances come into play?
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Anysy on June 04, 2012, 01:18:12 PM
Hide behind the nearest asteroid?
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Upgradecap on June 04, 2012, 01:23:28 PM
What does a hyp do when tach lances come into play?

Use it's superior shield combined with it's superior !!SCIENCE!! to avoid those tach lances indefinitely.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: mineplanet on June 10, 2012, 10:49:03 PM
CAN EVERY ONE JUST USE THE CORRECT POSTS AND NOT BE TALKING ABOUT WEPONS IN THE ANNOUNCEMENTS PLEASE ITS SO HARD TO FIND A POST FROM  ALEX TELLING US WHEN IT THE NEXT UPDATE WILL BE RELECED PLEASE AND THANK YOU



AND WHEN WILL THE NEXT UPDATE BE OUT???
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Vandala on June 10, 2012, 11:19:07 PM
Please don't use all caps.

Use this instead to find any post of Alex: http://fractalsoftworks.com/forum/index.php?action=profile;u=1;sa=showPosts
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Dreyven on June 11, 2012, 04:25:04 AM

AND WHEN WILL THE NEXT UPDATE BE OUT???

When it's done!
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Faiter119 on June 11, 2012, 07:55:32 AM


AND WHEN WILL THE NEXT UPDATE BE OUT???

Soontm
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Shoat on June 11, 2012, 09:04:45 AM
AND WHEN WILL THE NEXT UPDATE BE OUT???

http://www.wowwiki.com/Soon
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: cp252 on June 11, 2012, 12:26:28 PM
In case you haven't been paying attention, my obnoxious friend, Alex makes a new thread when he's ready to talk about the next update. And he doesn't seem to talk about the release date officially at all, though he hints at it on Twitter. He reads the random talk in the patch notes thread and responds to it all the time, so don't play mod and shout at everyone to cut it out.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: Uomoz on June 11, 2012, 12:36:28 PM
http://fractalsoftworks.com/public/lightning.jpg
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: IIE16 Yoshi on June 11, 2012, 12:39:59 PM
http://fractalsoftworks.com/public/lightning.jpg

*Red Alert 1 Tesla Coil sfx*
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: icepick37 on June 11, 2012, 12:46:06 PM
Do want. Looks awesome.
Title: Re: Starfarer 0.52.1a (Released) - Patch Notes
Post by: neonesis on June 11, 2012, 06:24:43 PM
EMP system spark, perhaps?