Fractal Softworks Forum

Starsector => Announcements => Topic started by: Alex on August 23, 2011, 08:06:35 AM

Title: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Alex on August 23, 2011, 08:06:35 AM
stuff being added.

Latest changes (as of 2/13/2012, final update):

Campaign

Miscellaneous

AI


Latest changes (as of 1/31/2012):

Base starsystem implemented:

Modding-related

AI tweaks

Balancing

Miscellaneous:


Latest changes (as of 12/11/2011)

Campaign mode:

Weapons:


Miscellaneous:


Latest changes (as of 09/17/2011)

Made weapons and engines damageable:

Added to modifiable ship stats:

Miscellaneous:

Converted some pulse weapons to use the standard control scheme (more to come, like Gauss Cannon):

Added new weapons:
   
    

Latest changes (as of 09/11/2011)

   


Previous changes
  
Gameplay

Content

Modding
[/list]
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Avan on August 23, 2011, 09:04:58 AM
Yay! nice to see the command interface shaping up already
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Alchenar on August 23, 2011, 12:11:48 PM
I actually like the current backgrounds.  They're just the right amount of 'interesting' while never obstructing what's happening in the foreground.
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Avan on August 23, 2011, 12:15:44 PM
I like the variation in the backgrounds: it makes for interesting screenshots.

Also, is there a way to specifiy that a mission should have a random background?
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Alex on August 23, 2011, 12:26:17 PM
I actually like the current backgrounds.  They're just the right amount of 'interesting' while never obstructing what's happening in the foreground.

Just added another one to the mix, in the same overall style - didn't replace all the current ones. Updated notes to make that a bit more clear.

Also, is there a way to specifiy that a mission should have a random background?

Nope.
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Alex on September 11, 2011, 03:00:27 PM
Updated with latest changes.
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Blips on September 11, 2011, 06:59:37 PM
I am looking forward to playing with the refit screen. The next update cannot come fast enough!
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Blips on September 12, 2011, 04:38:12 PM
Just wanted to say that I finally got around to playing the latest version and that I find the game to be even more enjoyable now than the 1st version. One issue I did notice was that when selecting ships and requesting info on them, an incorrect codex page would be displayed.
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Alex on September 12, 2011, 04:44:02 PM
Thanks, glad you like it :)

One issue I did notice was that when selecting ships and requesting info on them, an incorrect codex page would be displayed.

Hmm... haven't noticed that myself. Do you remember any specifics?
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Blips on September 12, 2011, 04:56:10 PM
Thanks, glad you like it :)

One issue I did notice was that when selecting ships and requesting info on them, an incorrect codex page would be displayed.

Hmm... haven't noticed that myself. Do you remember any specifics?

I was using the hotkey, not actually pressing the button. First I checked out the info on a friendly unit, and then when trying to look up enemy units it would show the friendly unit page again.
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Alex on September 12, 2011, 05:03:24 PM
Thanks - can't reproduce it, but will keep an eye out for it.
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Champion on September 12, 2011, 07:10:49 PM
What's the easiest way to get the updates?
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: CommComms on September 12, 2011, 07:59:12 PM
Just download them from where you originally got the game and reinstall it.  http://fractalsoftworks.com/preorder

Alex doesn't release a new version every time he updates these patch notes though, these are just to keep us up to date on the progress and what we have to look forward to.  Every 1-2 months (at the current pace) he'll release a new version with all of the new content and changes, and that'll be accompanied by an announcement in this forum and probably a blog post.
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Flare on September 12, 2011, 08:07:22 PM
What's the easiest way to get the updates?

Updates as in an RSS or twitter feed?
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Champion on September 12, 2011, 08:26:15 PM
What's the easiest way to get the updates?

Updates as in an RSS or twitter feed?

Sorry, i was vauge...New versions...The post above answered it for me.
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Avan on September 13, 2011, 10:17:36 PM
ooh! nice updates ^^
I'm looking forward to getting to tinker with stuff (though unfortunatly I'm going to be busy for quite some time and am likely to have little productivity until at least sometime in november >.> )
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Wyvern on September 18, 2011, 10:27:03 PM
Ships assigned using a direct order via "Assign Task..." no longer count against towards the total strength of ships given to the assignment, except for "Capture". The effect is that directly assigning a ship to a task is less likely to cause other ships to be reassigned away from it.

After some playing around, I find I'm not actually looking forward to this change - I find that I'm using the current behavior a fair bit.  The most common use case is when I see a single enemy frigate or fighter squadron breaking past the main lines of combat to get to a nav point in the rear, and I want to assign a single, say, heavy fighter squadron to go hunt it down *before* it captures a comm array and puts another thirty points of enemy reinforcements on the field.  But I don't want to take more than that one ship I've assigned out of, well, whatever random thing it happens to be doing.
(Yes, this costs me two command points just to give a specific order to a specific ship; took me a while to realize I had to create the order to harass / strike / whatever and *then* assign a specific vessel to it.  But totally worth it to prevent an enemy from ever holding my comm array; even a momentary capture of one of those can make a big swing in how the battle's going.)

...Though, come to think of it, that may not be quite so necessary once we have decent weightings for proximity-based priority; the main reason I'd assign a specific ship to that is that, usually, there's only one ship that could possibly respond in time anyway.

Perhaps a more intuitive model would be one where, instead of assigning a specific ship to a specific pre-existing fleet-wide task, one could give a specific ship its own particular task (with task graphic tied to that one ship instead of its target)?  That would accomplish the same goal as this change (allow one to add "extra" ships to a fleet-wide task), while still allowing my use-case of wanting to send a single fast ship to intercept a particular enemy vessel.
[edit] And even allow the specific exception called out in this change to work, too - you'd just assign a ship to capture a nav point, and not create a fleet-wide capture-this-nav-point task. [/edit]
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Alex on September 19, 2011, 08:40:58 AM
The most common use case is when I see a single enemy frigate or fighter squadron breaking past the main lines of combat to get to a nav point in the rear, and I want to assign a single, say, heavy fighter squadron to go hunt it down *before* it captures a comm array and puts another thirty points of enemy reinforcements on the field.  But I don't want to take more than that one ship I've assigned out of, well, whatever random thing it happens to be doing.

Added this, just for you :)
Code
Added "Intercept" assignment available on enemy fighters and frigates.
Assigns fast, nearby craft with appropriate weapons. Interceptors are especially preferred.
"Harass" (which prefers ships with medium-range weaponry) is now only available on
enemy ships of destroyer size and above.

"Harass" really isn't well-suited for that job as it doesn't pick the right kind of ships (and isn't as concerned with proximity), so that's why it's awkward to use. A passable workaround, but no more.

Btw, the Capture -> Control -> Capture mechanics should reduce the importance of such intercepts, too. If you happen to let one enemy ship through, as soon as they uncap your point, a ship of yours will get dispatched to retake it.
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Wyvern on September 19, 2011, 02:25:18 PM
Added this, just for you :)
Code
Added "Intercept" assignment available on enemy fighters and frigates.
Assigns fast, nearby craft with appropriate weapons. Interceptors are especially preferred.
"Harass" (which prefers ships with medium-range weaponry) is now only available on
enemy ships of destroyer size and above.

Ooh, shiny!  Thank you!

Btw, the Capture -> Control -> Capture mechanics should reduce the importance of such intercepts, too. If you happen to let one enemy ship through, as soon as they uncap your point, a ship of yours will get dispatched to retake it.
Yes - that's more than adequate for nav & sensor platforms (and mimics my normal response to having such get taken - in the current public build, it's not worth two command points to pre-emptively defend them).  It's really just the comm relays where allowing it to be temporarily tagged is dangerous enough to be worth spending command points on intercepts - the others provide their main benefit over time to whoever holds the node, while comm relays give nearly their full benefit instantly upon capture.

Though I've also had some luck at just setting a nearby comm relay as my carrier group-up point; most carriers aren't really combat vessels, but they're quite enough to delay a single frigate or fighter squadron until some of my fighters happen by (and, because they're carriers, fighters will be coming and going).  Doesn't work too well on a map like the current random battle one, though, where the two comm nodes are at opposite sides of the field.

The "defend" task also works sometimes, though I've had occasional issues where the game switched which ship was supposed to be defending, and the node got captured while slower ships were in transit and nobody was actually there.  (Which then resulted in an assault command and half my fleet haring off to pick off one destroyer... that was not one of my best games.)  I've also had situations where a slow defending vessel got lured away by half of a two-ship capture team.  (Note to self: playing with a small but highly mobile flagship would let me do that sort of thing to the AI on purpose.  I should edit the current random battle to give me something a bit faster, see how that works out.)
So these days I tend to put only one assault / defend command on the map at a time - which is what led to my play style needing an intercept command.
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Avan on September 19, 2011, 09:59:35 PM
I look back at version .33a and its practically a different game... with similarly styled graphics.

In just a few months you've made some astounding progress. I'm seriously looking forward to this next release. (esp. after seeing the new feature list after having gotten internet again after a few days0
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Alex on September 20, 2011, 10:40:51 AM
The "defend" task also works sometimes, though I've had occasional issues where the game switched which ship was supposed to be defending, and the node got captured while slower ships were in transit and nobody was actually there.  (Which then resulted in an assault command and half my fleet haring off to pick off one destroyer... that was not one of my best games.)

Oh, facepalm moment right there. Nice.


I look back at version .33a and its practically a different game... with similarly styled graphics.

In just a few months you've made some astounding progress. I'm seriously looking forward to this next release. (esp. after seeing the new feature list after having gotten internet again after a few days0

Thank you - working on SF full-time is apparently helping make some progress, who knew :) Not doing much for my sleep schedule, though...
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: SeaBee on October 17, 2011, 12:21:49 AM
Oh man, so many great additions.  :o
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Avan on October 31, 2011, 05:24:40 PM
Its been a month and a half since the last update. I'm curious to know whats been going on.  ;D
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Alex on October 31, 2011, 07:59:44 PM
This is true, but the larger-scope work does not lend itself very nicely to being bulletized until significant chunks are done :)

Right now, I'm working on the cargo/inventory screen, which will be used everywhere from post-combat salvaging to trade to pretty much anything that involves any inventory interactions. Next up: post combat salvaging. Then, finally, a persistent fleet (right now it resets every time you run the game). You can already fly around with a fleet.
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Thana on November 01, 2011, 09:21:37 AM
This is true, but the larger-scope work does not lend itself very nicely to being bulletized until significant chunks are done :)

Right now, I'm working on the cargo/inventory screen, which will be used everywhere from post-combat salvaging to trade to pretty much anything that involves any inventory interactions. Next up: post combat salvaging. Then, finally, a persistent fleet (right now it resets every time you run the game). You can already fly around with a fleet.

Yeah, when adding whole new aspects to the game, it's going to be a lot more time-consuming and a lot harder to boil down to lists than refining the existing parts. I think I'm speaking for all of us when I say that we're anxiously looking forward to the birth of the campaign mode, however!  :)
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Avan on November 02, 2011, 08:53:49 AM
ooh, nice, just 3 more major milestones then I presume?  ;D
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Alex on November 03, 2011, 09:17:12 AM
Well, those are more like the next couple of things on the todo list - there's quite a bit of fleshing out that need to happen all around that. Also, I'd really like to get in a few basic skills so there's a couple of viable character builds - hopefully that can happen for the upcoming next release.
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Zarcon on November 03, 2011, 09:29:16 AM
Well, those are more like the next couple of things on the todo list - there's quite a bit of fleshing out that need to happen all around that. Also, I'd really like to get in a few basic skills so there's a couple of viable character builds - hopefully that can happen for the upcoming release.

Upcoming release you say?   :)  Very interesting.  I took a look at Dictionary.com and this is what I found.   

http://dictionary.reference.com/browse/upcoming

up·com·ing? ?[uhp-kuhm-ing] 
adjective
"coming up; about to take place, appear, or be presented: the upcoming spring fashions." - (Emphasis mine)

So...awesome, you heard it here first folks, the next release is upcoming, it is gonna be great, ha ha!  :)
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Alex on November 03, 2011, 09:43:12 AM
Huh? Upcoming? Never said that!
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Thana on November 03, 2011, 09:51:21 AM
You, sir, are a veritable tease!  :D
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Zarcon on November 03, 2011, 10:10:56 AM
Huh? Upcoming? Never said that!

Lol.   ;D
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Dark.Revenant on November 03, 2011, 07:13:29 PM
We'll probably have a Thanksgiving release.  Unless Alex has a life, that is.  In the latter case, it's a Christmas release.
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Blips on November 04, 2011, 12:15:18 AM
We'll probably have a Thanksgiving release.  Unless Alex has a life, that is.  In the latter case, it's a Christmas release.

Our thanksgiving is already over silly Americans :P
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Zarcon on November 04, 2011, 09:59:33 AM
We'll probably have a Thanksgiving release.  Unless Alex has a life, that is.  In the latter case, it's a Christmas release.

Our thanksgiving is already over silly Americans :P

"Our" was not very descriptive.   From whence do you hail sir?  :)
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Blips on November 04, 2011, 12:28:10 PM
Literally the same place as Alex. Vancouver. At least, for some reason I believe Alex to be in Vancouver.
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Alex on November 04, 2011, 12:41:01 PM
Literally the same place as Alex. Vancouver. At least, for some reason I believe Alex to be in Vancouver.

No, that would be David :) I'm in Maryland, right next to DC.
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Blips on November 04, 2011, 01:00:45 PM
Ah! My mistake. Sorry David  :)
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Avan on November 04, 2011, 05:06:07 PM
Out of curiosity, what other sorts of things are getting added in right now? (if any)
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Alex on November 04, 2011, 05:43:08 PM
Right now, I'm working on the combat autoresolver.
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Ivaylo on November 04, 2011, 06:58:03 PM
Literally the same place as Alex. Vancouver. At least, for some reason I believe Alex to be in Vancouver.

No, that would be David :) I'm in Maryland, right next to DC.

I'm right next to a mud hut!
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Avan on November 05, 2011, 05:02:41 PM
ooh, autoresolve. Always good for those curbstomp battles.
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Thana on November 06, 2011, 12:08:08 AM
ooh, autoresolve. Always good for those curbstomp battles.

Although sometimes playing through curbstomb battles has its own appeal. Not all the time, of course, but it can be relaxing, even viscerally satisfying occasionally.
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Alex on November 06, 2011, 07:20:05 AM
ooh, autoresolve. Always good for those curbstomp battles.

And for playtesting the campaign - with some "developer combat bonus" built in :D

There are also the battles that don't involve the player at all - gotta resolve them somehow.
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Blips on December 08, 2011, 06:45:09 PM
Come on man, you must have something new you can add to the change list to keep us busy until the big update.  :'(
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Alex on December 08, 2011, 06:55:33 PM
Come on man, you must have something new you can add to the change list to keep us busy until the big update.  :'(

Alright, I'll update it this weekend :) You're right, enough big features are actually done to make a reasonable list.
Title: Re: Starfarer 0.35a (In Development) - Live Patch Notes
Post by: Zarcon on December 09, 2011, 08:52:28 AM
Come on man, you must have something new you can add to the change list to keep us busy until the big update.  :'(

Alright, I'll update it this weekend :) You're right, enough big features are actually done to make a reasonable list.

Awesome!  :)  Big features are getting done!  This is news of the very good variety.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on December 11, 2011, 09:40:53 AM
Updated the patch notes.

What's left until the release, you say? I think that'll make for a good blog post in the near future, but in short, combining all these features into something that's actually fun to play, along with adding a couple of more key features (save games and hopefully character skills/advancement).
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: brownbread on December 11, 2011, 09:55:20 AM
I'm so excited by these patch notes! This is easily the most promising game that I can remember.
Some interest was drummed up on reddit too, so I hope you got a few more purchases that will help with development.  :)

Will there also be map/game modes that don't have the control points?  It might also be because I am just terrible with the fleet control system, but it's very difficult to manage the capture and defence of the control points when you don't have absolute control over each ship. Often the battles end up with the AI constantly sending single ships to capture a point, but when I defend it often sends half my fleet to do the job etc.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on December 11, 2011, 10:16:16 AM
Thank you! Yeah, reddit gave a nice boost - certainly brightened up my day :)

Will there also be map/game modes that don't have the control points?  It might also be because I am just terrible with the fleet control system, but it's very difficult to manage the capture and defence of the control points when you don't have absolute control over each ship. Often the battles end up with the AI constantly sending single ships to capture a point, but when I defend it often sends half my fleet to do the job etc.

I'm thinking about that - if both sides pick the attack strategy, the battle could become a slugfest, with fleets spawning close to each other, and no objectives coming into play. No promises, though - need to think that through.

I do want to mention that the command system has been improved some since the last release, and will also get some tooltips. I think that'll help a lot with what you're experiencing, and you'll be able to pick the right assignments more easily. It does offer the flexibility to do what you need to do - it's just that in the current tooltip-free state, you have to experiment a lot to figure it out.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Zarcon on December 11, 2011, 01:33:40 PM
Renaming what was 0.35a to 0.5a to reflect the amount of stuff being added.

Latest changes (as of 12/11/2011)

Campaign mode:
  • Single star system with several planets, moons
  • Can engage an enemy fleet, with both sides picking a strategy prior to battle (attack/defend/escape)
  • Use marines to board enemy ships after battle
  • Salvage disabled ships and cargo after battle
  • Cargo management - a single UI to manage fuel, crew, supplies, weapons, marines, and other cargo
  • Fleet management - control how ships get assigned crews
  • Refit ships using the weapons that are available
  • Ships require sufficient crew to be deployed for battle (crew experience not tracked/used quite yet)
  • Persistent ship damage after battles, including locational armor damage
  • Combat autoresolve - let your second in command fight the battle, or exit a battle midway through to autoresolve the rest


Wow, some great changes there, I'm particularly excited about these two, Persistent ship damage, locational Armor damage and being able to auto-resolve the end of a battle after the major victory is won, etc.  :)  Awesome!

I really enjoy having a little battle damage to take care of at the end of a battle, even better if my enemy retains some damage even after getting away.  (Though it isn't clear if opponents also have persistent ship damage currently, no worries if they don't, but that would be pretty cool.  :) )
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: SeaBee on December 11, 2011, 06:30:03 PM
Oh man oh man oh man ...

0.5a looks amazing. I'm so excited, think I need to go jogging early.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on December 11, 2011, 06:38:47 PM
I really enjoy having a little battle damage to take care of at the end of a battle, even better if my enemy retains some damage even after getting away.

It's persistent for enemy ships, too.

Oh man oh man oh man ...

0.5a looks amazing. I'm so excited, think I need to go jogging early.

:D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Blips on December 12, 2011, 09:31:52 AM
0.5 sounds pretty exciting so far. Can't wait to get my fingers on it :)
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Thana on December 12, 2011, 10:04:24 AM
0.5 sounds pretty exciting so far. Can't wait to get my fingers on it :)

You're speaking for all of us.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Avan on December 16, 2011, 04:55:10 PM
:O New info! :D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Avan on December 16, 2011, 05:07:49 PM
Ok, while there is a lot of cool stuff, I must express a bit of concern over the "never autofire" setting for missiles: does this mean any standard approach to implementing a missile-type weapon (data-file-wise, as oppose to balance-wise) will create a non-autofiring weapon? I have a pair of missile racks that are designed to output a lot of small missiles or rockets over a large period of time.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Psycho Society on December 16, 2011, 11:58:11 PM
Ok, while there is a lot of cool stuff, I must express a bit of concern over the "never autofire" setting for missiles: does this mean any standard approach to implementing a missile-type weapon (data-file-wise, as oppose to balance-wise) will create a non-autofiring weapon? I have a pair of missile racks that are designed to output a lot of small missiles or rockets over a large period of time.

What I took from it is that missiles only stop autofiring if the ship is low on ammo. So for instance if you set a small missile rack on autofire it will keep shooting until it has only 10 missiles in the rack.

Which brings me to a question, are there any differences between an AI's fire routine and setting a weapon group on your ship to autofire?
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on December 17, 2011, 11:06:26 AM
Quote
Missiles with limited ammo (10 for small, 20 medium, 30 large) never autofire - it's pretty much never a good thing when it happens

It's only "never autofire" for missiles with a low maximum ammo. Basically, I got a bit frustrated after a few times of accidentally turning it on for for those 3-missile racks, and made it not happen anymore. Missile weapons with a higher maximum ammo will still autofire - even when the actual ammo count runs down.


Which brings me to a question, are there any differences between an AI's fire routine and setting a weapon group on your ship to autofire?

Yeah - autofire mode is just a tool that both you and the AI have access to. The AI will use it for certain types of weapons, at certain times - for example, it prefers to use it for weapon groups that have a lot of turrets, and turns it off when flux levels are get high.

For other weapons (such as most missiles, or strike weapons), the AI will fire them manually and with a lot more care.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Avan on December 17, 2011, 11:16:24 AM
Ah, ok, thanks  ;D

So my PD missiles will still function fine then.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Avan on December 17, 2011, 02:15:58 PM
Ok, new question:

So if I put a 3 missile missile rack in a group with say, some PD guns, if I set it to autofire, what will happen?
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on December 18, 2011, 05:28:26 PM
The PD guns will auto-fire, the missiles won't. The autofire AI is per-weapon.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Avan on December 18, 2011, 08:07:42 PM
Ok, thats good :D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: ollobrains on December 26, 2011, 02:13:25 AM
so where is 0.5
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Thana on December 26, 2011, 02:18:02 AM
so where is 0.5

Said to probably arrive in January though it's not 100% guaranteed.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Blips on December 26, 2011, 07:21:33 AM
so where is 0.5

You expect the devs to work on and release a new version over the holidays?
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on December 26, 2011, 08:51:49 AM
so where is 0.5

Largely on my hard drive/under source control, in assorted to-do lists, and inside my head :D

Jokes aside, here's a blog post (http://fractalsoftworks.com/2011/12/22/battle-plan/) that talks about it.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Blips on December 26, 2011, 09:23:16 AM
ALEX!!!

Learn from others. Back that code up on an offsite server PRONTO.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on December 26, 2011, 09:37:09 AM
Largely on my hard drive/under source control, in assorted to-do lists, and inside my head :D

Bolded relevant part. It's off-site source control, btw, since I guess that's not a given.

There are working versions of the code on at least 2 continents... hopefully, that's enough :)
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: ollobrains on December 26, 2011, 12:24:32 PM
i mean more in general as development goes along for example as a counter example to a beta every few months

A valley without wind a beta rpg u can buy off gamersgate * buy into the beta ala this game starfarer and minecraft* they also did AI war ( arcen games) the space strategy war 4x rts game similiar to star ruler and homeworld 3 and the like anyway a valley without wind has at least a beta update 3-4 times a week.  Perhaps an option if u put out say twice a week smaller incremental updates after small amounts of chnages and got feedback.

Say 0.35 then 3-4 days later 0.36 etc etc and then get feedback on each feature as u put it in, it would be optional for those that wanted more regular bites and perhaps also generate more sales remember the player base does get bored with 0.3.5 and moves on but more regular updates with a new ship here a change here a new planet here a new buggy feautre there.  If u make it clear yes this is buggy but im putting out more regular smaller incremental beta outputs u would get more buzz more forum and more player involvement and probably more sales just something for alex to think about u have to keep the masses interested
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Thana on December 26, 2011, 11:17:26 PM
As far as buzz goes - I haven't talked about this game too much though I have mentioned it by now to many of my RL friends if it's been relevant to the discussion. Once 0.5 comes out and if it seems as good as it sounds like it should be, I plan to create threads about the game on all the main forums I frequent and give it the praise it deserves. That should help with the buzz somewhat, at least, as should the better update frequency, more content and other things to be expected at that point. And, of course, the quality of the game.  :)
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: ollobrains on December 26, 2011, 11:35:25 PM
well its up on spcaesimcentral, and indie games.com i think is keeping an eye on it, if its good steam may pick it up
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Darrow on December 27, 2011, 10:24:15 AM
Hey Alex how is boarding going to work? You've mentioned it numerous times.. but is it interesting at all? Or is it just basicly i have 1000 guys they have 500... i win?
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: CommComms on December 27, 2011, 06:14:45 PM
Boarding sounds like a good blog post topic for sometime soon, eh?  Here's hoping.  I suspect that the boarding/salvaging will just be done in some screen or two after the battle's done where you click on a "board" or "salvage" button for each ship.  I'd just be pretty surprised if Alex threw in any pretty bells and whistles for the first iteration of it.


About the more frequent releases, I think the big thing right now is just that the sheer mass of features and their innate interconnectedness that Alex is trying to add into the game right now is just way too much for anything but very large and very delayed release.  His additions of ships and weapons are, I suspect, largely worked on in between and while taking breaks from the major pieces, and to release a new minor version update every time he put together a new ship or a couple weapons would just take up too much time and cause unnecessary work. 

And it may also be that he just doesn't want to release any feature or bell/whistle that's buggy or that he's not reasonably proud of or confident in.  That said, sure, I'd definitely prefer it if we got smaller updates every couple weeks or so, but at this stage what it really comes down to is how quickly Alex can complete release-able chunks of the game, and how he feels most comfortable releasing them.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: ollobrains on December 27, 2011, 09:15:03 PM
looks like one planet one system and well get the characters, ships and basic combat in the next realease
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: CommComms on December 28, 2011, 12:46:05 AM
Yes, that's more or less true, (+/- a handful of other solid features) But if you're under the impression that it'll take another however many long months after the .5 release for Alex to add a second planet and a second system, and that long again for a third, then you're certainly wrong.  At worst I imagine that the next step is another decent sized (though hopefully shorter) wait before the game is updated to the point where it generates the full galaxy or sector or whatever collection of stars the game takes place in.  Along with this will likely come a whole slew of features such as mining, outposts, colonies, meaningful interactions with planets, factions, etc. that dribble in over time.

The idea is that what Alex is doing now is largely back-end foundation type stuff that requires lots of time for relatively little visible result, but is necessary to have before he can begin building all the bells, whistles, and shiny bits into the game.


To be clear, I interpreted that previous post as a complaint that after such a long wait for content all that will be added is a weak sprinkling of content which does little to move the game towards being complete.  If I've significantly misinterpreted your post, then please ignore me and consider this the general musings of a madman.

Also, most of what I said in the first paragraph is strictly conjecture, drawn from what I've read on this forum, a rudimentary education in programming, and a few assumptions, and I have no more insight into Alex's development plans, process, or planned features than anyone else here.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on December 28, 2011, 08:12:53 AM
Hey Alex how is boarding going to work? You've mentioned it numerous times.. but is it interesting at all? Or is it just basicly i have 1000 guys they have 500... i win?

Boarding sounds like a good blog post topic for sometime soon, eh?  Here's hoping.  I suspect that the boarding/salvaging will just be done in some screen or two after the battle's done where you click on a "board" or "salvage" button for each ship.  I'd just be pretty surprised if Alex threw in any pretty bells and whistles for the first iteration of it.

I was actually thinking to have post-combat looting/salvaging/etc be the subject of an upcoming post. Funny you should mention it :)


Also, most of what I said in the first paragraph is strictly conjecture, drawn from what I've read on this forum, a rudimentary education in programming, and a few assumptions, and I have no more insight into Alex's development plans, process, or planned features than anyone else here.

You're pretty much right on.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Apophis on December 29, 2011, 04:01:02 AM
  • Renamed "flux damage" to "EMP", no longer raises target ship's flux, but ignores armor and disables weapons and engines.

Will be reintroduced weapons that increase enemy flux? They are interesting because you can overload even with the shield down
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on December 29, 2011, 08:39:13 AM
Will be reintroduced weapons that increase enemy flux? They are interesting because you can overload even with the shield down

I can't say no for sure, but it's unlikely. Being able to overload a ship like that seems too powerful. It'd be entirely too easy to make an enemy ship face an "overload if you keep the shields up, overload if you lower them" situation without any way for them to counter.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Dohon on December 29, 2011, 09:10:08 AM
Aren't there already weapons that add flux to the target? I'm thinking of the Hypervelocity Driver for instance. It doesn't seem to overpowered, as long as they aren't being used by every ship flying out there. ;)

Adding a gun or torpedo that overloads a ship with just one impact would be quite overpowered though.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on December 29, 2011, 09:32:15 AM
Yeah, but in the dev build, these weapons have been changed to do "emp" damage, only knocking out weapons and engines - but not doing any actual damage or raising the target's flux levels. That's still very powerful, but not quite on the level of actually overloading something. Besides, having weapons that do either seems like a bit of overkill.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Dohon on December 29, 2011, 09:48:56 AM
Oh, I like that change. That way, shield usage and flux venting remain important while adding another tactical layer. If you can disable a Dominator's frontal guns for a while, that just might keep your frontal attack going for a while. ;)
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Avan on December 29, 2011, 06:14:49 PM
interesting... Are we able to change how well a ship shrugs off EMP effects code-side? (and maybe hull-mod/in-game side?)
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on December 29, 2011, 09:44:55 PM
interesting... Are we able to change how well a ship shrugs off EMP effects code-side? (and maybe hull-mod/in-game side?)

Yes, in fact there's a hull mod that does this - and that, along with a lot of other ship stats, is exposed through the modding API. So far, all hull mods are implemented in a moddable way :)
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: ollobrains on December 30, 2011, 04:17:55 AM
How about EMP resistant plating ( perhaps as a rare findable technology or module or some mid game ) and it would have some drawbacks and only prevent so much damage of course u could add all sorts of factors on that to
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Avan on December 31, 2011, 11:52:25 PM
interesting... Are we able to change how well a ship shrugs off EMP effects code-side? (and maybe hull-mod/in-game side?)

Yes, in fact there's a hull mod that does this - and that, along with a lot of other ship stats, is exposed through the modding API. So far, all hull mods are implemented in a moddable way :)
;D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: ollobrains on January 02, 2012, 09:51:41 PM
A hull mod for EMP affecting resistance driving factors is alwayhs a possiblility
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Apophis on January 09, 2012, 04:28:06 AM
Warp speed to travel in star systems and between stars is tied to battle speed or ships can be fast in battle and slow in travel and vice versa?
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on January 09, 2012, 10:12:32 AM
For now, they're tied, but it's not exactly the same as the combat speed. For example, a battleship has a slower travel speed than a frigate, but it's not *that* slow.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: ollobrains on January 09, 2012, 08:44:08 PM
do the frigates and smaller ships adjust for the slowest ship in the fleet ?
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on January 10, 2012, 02:27:59 PM
Yeah - the slowest ship in the fleet plays a large role in determining the overall speed.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Avan on January 10, 2012, 07:15:44 PM
ships smaller than frigates would be on board the larger ships anyways, as those are fighters/bombers/intercepters/etc

AFAIK, there aren't any with FTL capabilities, are there Alex?
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Lopunny Zen on January 13, 2012, 06:32:24 AM
so....for the boarding option if you like when i get better i can create a top loader shoot game where you go through the ships yourself and lead groups of people with the rest of the boarding.....seems like a good concept...but very hard to pull of to make it work right for the feel for the rest of the game.....luckily im here...im great at knowing what makes a game good...and i can implement anything very well :)....hopefully once its done ill let you see for your approval...hopefully its a new patch :)
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Avan on January 13, 2012, 03:30:47 PM
January is almost half over! D:

On that other hand... That means less time to wait! :D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on January 13, 2012, 05:03:47 PM
Don't even remind me :) We'll... see.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Rick on January 14, 2012, 03:25:39 AM
That's an impressive list of features, how long do you spend working on the game per day on average Alex? Must be a fair bit judging by the list.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Avan on January 14, 2012, 07:13:47 AM
He is working on it full-time now
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on January 14, 2012, 09:02:29 AM
That's an impressive list of features, how long do you spend working on the game per day on average Alex? Must be a fair bit judging by the list.

Hard to say exactly - pretty much from when I wake up to when I go to bed, with breaks to do other stuff. The game is something I think about pretty much non-stop :)
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: BeanusMaximus on January 14, 2012, 10:36:35 AM
Quick question, the campaign mode feature with the star system, is that like free road a bit?
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Kilvanya on January 15, 2012, 09:47:26 AM
One other quick question, in the campaign mode will we be able to create bases with defenses?
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: BeanusMaximus on January 15, 2012, 10:16:33 AM
Also, in windows mode, can you make it so that it closes when you press the "x" in the corner? It's painful having to come out of a battle to go to the menu to press exit lol xD
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on January 15, 2012, 10:49:15 AM
Also, in windows mode, can you make it so that it closes when you press the "x" in the corner? It's painful having to come out of a battle to go to the menu to press exit lol xD

Escape -> Space to confirm, Escape -> Space to confirm :)

One other quick question, in the campaign mode will we be able to create bases with defenses?

I can't say one way or the other at this point. Want to see how things play out first.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: BeanusMaximus on January 15, 2012, 10:54:41 AM
Also, in windows mode, can you make it so that it closes when you press the "x" in the corner? It's painful having to come out of a battle to go to the menu to press exit lol xD

Escape -> Space to confirm, Escape -> Space to confirm :)

One other quick question, in the campaign mode will we be able to create bases with defenses?

I can't say one way or the other at this point. Want to see how things play out first.


Ooooo spamming those two keys = the way forward! Thanks :D Also is the star system thing in the next update free roam or is it like the missions?
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: mendonca on January 15, 2012, 10:55:13 AM
Also, in windows mode, can you make it so that it closes when you press the "x" in the corner? It's painful having to come out of a battle to go to the menu to press exit lol xD

Once the game is complete, wanting to exit the game will be an obsolete feature anyway, so don't worry about this ;)
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: BeanusMaximus on January 15, 2012, 10:56:34 AM
Also, in windows mode, can you make it so that it closes when you press the "x" in the corner? It's painful having to come out of a battle to go to the menu to press exit lol xD

Once the game is complete, wanting to exit the game will be an obsolete feature anyway, so don't worry about this ;)

At this moment in time... I would so love a "like" button just to like that haha. xD Totally agree with you tbh.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Ivaylo on January 16, 2012, 02:59:44 AM
Also, in windows mode, can you make it so that it closes when you press the "x" in the corner? It's painful having to come out of a battle to go to the menu to press exit lol xD

Escape -> Space to confirm, Escape -> Space to confirm :)

One other quick question, in the campaign mode will we be able to create bases with defenses?

I can't say one way or the other at this point. Want to see how things play out first.


Ooooo spamming those two keys = the way forward! Thanks :D Also is the star system thing in the next update free roam or is it like the missions?

It's free roam! ;D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: ClosetGoth on January 16, 2012, 04:13:49 AM
It's free roam! ;D

This. Changes. EVERYTHING!!!   :o
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Thana on January 16, 2012, 05:09:42 AM
This. Changes. EVERYTHING!!!   :o

Yep. Which is why:

The last part, by the way, shouldn't be taken to imply the devs of this game don't listen to their fans. They don't always agree, but as far as I can tell they do always listen. And when they don't agree, they usually have a good reason why they don't. I've been very impressed by their attitude and the quality of their work so far - I think many AAA level games would have much to learn from them.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Falkenot on January 16, 2012, 10:53:28 PM
This. Changes. EVERYTHING!!!   :o

Yep. Which is why:
  • The fans are so looking forward to the next updade
  • The update has been in the making for so long (it's whole new areas of the game that didn't exist before).
  • The devs are unlikely to incorporate new suggestions into the next update - they've got rather bigger fish to fry at the moment.

The last part, by the way, shouldn't be taken to imply the devs of this game don't listen to their fans. They don't always agree, but as far as I can tell they do always listen. And when they don't agree, they usually have a good reason why they don't. I've been very impressed by their attitude and the quality of their work so far - I think many AAA level games would have much to learn from them.


actually, the few AAA titles that have payed attention to what their fans say they want have turned out to be flops. frustratingly i can't think of an example at the moment though
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: mendonca on January 16, 2012, 11:07:46 PM
actually, the few AAA titles that have payed attention to what their fans say they want have turned out to be flops. frustratingly i can't think of an example at the moment though


I see the job of a good designer is to filter the good ideas from the bad. In this case, whilst the Devs ARE listening, its amazing how many times you hear 'yeah, we already tried that. Didn't work.'

Perhaps the problem with AAA in this regard is the ... Lack of manouvreability(?) ... for the coding teams. Maybe in some aspects they almost have to decide what they do before they code it, and damned if it doesn't work?
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: DNAz on January 16, 2012, 11:11:07 PM
This. Changes. EVERYTHING!!!   :o

Yep. Which is why:
  • The fans are so looking forward to the next updade
  • The update has been in the making for so long (it's whole new areas of the game that didn't exist before).
  • The devs are unlikely to incorporate new suggestions into the next update - they've got rather bigger fish to fry at the moment.

The last part, by the way, shouldn't be taken to imply the devs of this game don't listen to their fans. They don't always agree, but as far as I can tell they do always listen. And when they don't agree, they usually have a good reason why they don't. I've been very impressed by their attitude and the quality of their work so far - I think many AAA level games would have much to learn from them.


actually, the few AAA titles that have payed attention to what their fans say they want have turned out to be flops. frustratingly i can't think of an example at the moment though


Modern Warfare....you looked at the MW2 forums and its a bunch of kids saying

Add weapon X I saw it on FUTUREWEPUNZ its so AWESUM.
Add the AC-130 as a killstreak it would be so KOOL.

MW2 got destroyed because all they did was a rehash for more gun killstreaks and perks.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Ivaylo on January 17, 2012, 02:59:34 AM
actually, the few AAA titles that have payed attention to what their fans say they want have turned out to be flops. frustratingly i can't think of an example at the moment though


I see the job of a good designer is to filter the good ideas from the bad. In this case, whilst the Devs ARE listening, its amazing how many times you hear 'yeah, we already tried that. Didn't work.'

Perhaps the problem with AAA in this regard is the ... Lack of manouvreability(?) ... for the coding teams. Maybe in some aspects they almost have to decide what they do before they code it, and damned if it doesn't work?

You're spot on here. Basically in big AAA productions, the actual devs (game designers, coders, artists, sound folks) have very little say in what must be done. Those features come down from the business teams, which are basically a bunch of analysts, looking at what will sell on the market.

The way I put it, sounds like there is literally NO WAY a AAA could be good. Which is of course not true. Some studios just have the right culture and make it work anyway. But, I'll say this: the commoditization of video games does not make me a happy Bulgarian.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: theShadow on January 17, 2012, 05:26:33 AM
thats one reason indie games are gaining ground, as well as that DRM crap.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: BeanusMaximus on January 17, 2012, 10:32:18 AM
thats one reason indie games are gaining ground, as well as that DRM crap.
I totally agree with this!!
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: hairrorist on January 17, 2012, 06:53:59 PM
We have any idea when this is happening?  I'm champing at the bit.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on January 17, 2012, 07:48:39 PM
Well, I said "sometime in January" a while back, but the TB video threw the schedule in disarray. I've done little but emails and web server stuff in the last 4 days... never mind that time was running a bit tight to begin with. So I'll revise my estimate to "first half of February" for the 0.5a preview build.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Kilvanya on January 17, 2012, 08:09:44 PM
The force is strong with this one >:(
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Zarcon on January 17, 2012, 08:12:13 PM
Well, I said "sometime in January" a while back, but the TB video threw the schedule in disarray. I've done little but emails and web server stuff in the last 4 days... never mind that time was running a bit tight to begin with. So I'll revise my estimate to "first half of February" for the 0.5a preview build.

I am a sad panda...  :(  But I understand the necessity.   ;D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Surveyor on January 18, 2012, 05:29:29 AM
Well, I said "sometime in January" a while back, but the TB video threw the schedule in disarray. I've done little but emails and web server stuff in the last 4 days... never mind that time was running a bit tight to begin with. So I'll revise my estimate to "first half of February" for the 0.5a preview build.

Take your time. We will rage anyway, so let us rage and focus on a build, that you feel, is fitting for your game!
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Remnants_Of_Beauty on January 18, 2012, 05:52:16 AM
How many more alpha/beta builds are currently planned? If you're aiming for a halloween/christmas release perhaps a new build every 2-3 months would suffice.

0.5 (Feb), 0.65 (May), 0.8, (Aug) Full Release (Nov/Dec)
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Fishbreath on January 18, 2012, 06:19:35 AM
Rage! Starfarer-with-a-map is up there with Mass Effect 3 on my anticipated-games list. <.<
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Fient on January 18, 2012, 08:08:55 AM
How many more alpha/beta builds are currently planned? If you're aiming for a halloween/christmas release perhaps a new build every 2-3 months would suffice.

0.5 (Feb), 0.65 (May), 0.8, (Aug) Full Release (Nov/Dec)

Can't say if that amount of time would be sufficient for them but I can say that I do not approve of fans trying to stick release dates which could result in dev pressure :>
Release it when it's done, we can wait~
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Zarcon on January 18, 2012, 08:38:01 AM
How many more alpha/beta builds are currently planned? If you're aiming for a halloween/christmas release perhaps a new build every 2-3 months would suffice.

0.5 (Feb), 0.65 (May), 0.8, (Aug) Full Release (Nov/Dec)

Can't say if that amount of time would be sufficient for them but I can say that I do not approve of fans trying to stick release dates which could result in dev pressure :>
Release it when it's done, we can wait~

Agreed!  :)  Be sure to stay relaxed somehow Alex, heh heh, even in the midst of all this chaos.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: BeanusMaximus on January 18, 2012, 10:47:34 AM
Tea + Cookies = Relaxation (maybe hot chocolate instead but either is good) :P
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Remnants_Of_Beauty on January 18, 2012, 12:32:02 PM
I highly doubt one guy saying what a possible release schedule could be would in any way stress Alex out, relax! lol. Was just an idea of what the alpha/beta process could be like. For all we know .5 could be the last one until release, but from what I've seen it's probably going to be like how I said. =)
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: BlacKcuD on January 18, 2012, 07:07:55 PM
omg I cannot wait to see how it all pans out if you have a complete star system
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Roselillya on January 18, 2012, 07:13:07 PM
I don't think the game will be out just like that.. we are still in alpha... sure there will be a lot of new features but there will be lots of bugs fixes to ect. and there's always more to add. Look at Minecraft for example, there was *** ton of small changes made through-out the year witch is what I think we will see here.

on another note i'm excited to see this patch :D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Avan on January 19, 2012, 09:20:06 AM
omg I cannot wait to see how it all pans out if you have a complete star system
Heh, the final version will have (I think) hundreds of star systems
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Kilvanya on January 19, 2012, 09:21:52 AM
I want my industrial mega-corp already . . .
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: BeanusMaximus on January 19, 2012, 10:29:07 AM
omg I cannot wait to see how it all pans out if you have a complete star system
Heh, the final version will have (I think) hundreds of star systems
I'm so gunna try and make funny shapes out of the star formations >:D well... attempt... xD
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Fient on January 19, 2012, 12:11:32 PM
omg I cannot wait to see how it all pans out if you have a complete star system
Heh, the final version will have (I think) hundreds of star systems
I'm so gunna try and make funny shapes out of the star formations >:D well... attempt... xD
Oh noes, we all know what those shapes will be.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: BeanusMaximus on January 21, 2012, 02:39:56 AM
omg I cannot wait to see how it all pans out if you have a complete star system
Heh, the final version will have (I think) hundreds of star systems
I'm so gunna try and make funny shapes out of the star formations >:D well... attempt... xD
Oh noes, we all know what those shapes will be.
Toast ;D lmfao
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: dgtL on January 21, 2012, 02:55:41 AM
omg I cannot wait to see how it all pans out if you have a complete star system
Heh, the final version will have (I think) hundreds of star systems

Will the universe be procedurally generated? Static? Or will you be going the route of Diablo and randomly mixing static pieces?
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: BeanusMaximus on January 21, 2012, 02:58:46 AM
omg I cannot wait to see how it all pans out if you have a complete star system
Heh, the final version will have (I think) hundreds of star systems

Will the universe be procedurally generated? Static? Or will you be going the route of Diablo and randomly mixing static pieces?
It'll be procedurally generated, look http://www.fractalsoftworks.com/
Scroll down to the features and it says there :D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Avan on January 21, 2012, 03:48:29 PM
 :( Just over a week left in this month!
Will you make it in time? (with the preview release)
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: DNAz on January 21, 2012, 04:42:46 PM
:( Just over a week left in this month!
Will you make it in time? (with the preview release)
He knows so don't pressure him  :-\
I am fine with a February release.


























Although a January release would be nice.  ;)
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Fient on January 22, 2012, 12:31:47 AM
I am pretty sure Alex has already mentioned somewhere that it's not coming out this month and instead it's coming out early feb~~
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: BeanusMaximus on January 22, 2012, 03:06:18 AM
I am pretty sure Alex has already mentioned somewhere that it's not coming out this month and instead it's coming out early feb~~

OooooooOOoOOOoo aweesome>:D didn't know that xD
That should be good :P
Payday 31st of this month
The update
and broadband internet on 6th >:D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Avan on January 22, 2012, 10:35:53 AM
The preview release is supposed to be out in january; the actual .5a won't be out till feb.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: BeanusMaximus on January 22, 2012, 10:37:26 AM
The preview release is supposed to be out in january; the actual .5a won't be out till feb.

Both will be awesome >:D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on January 22, 2012, 10:39:44 AM
The preview release is supposed to be out in january; the actual .5a won't be out till feb.

January for the preview is extremely unlikely now. Everything got pushed back by about a week due to the WTF. Not that I'm complaining, but *you* might be :)
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: BeanusMaximus on January 22, 2012, 10:41:48 AM
The preview release is supposed to be out in january; the actual .5a won't be out till feb.

January for the preview is extremely unlikely now. Everything got pushed back by about a week due to the WTF. Not that I'm complaining, but *you* might be :)
Naa we won't complain :D If we complain then you'll be stressed. If you're stressed next release will be longer xD Anyways more time = better update :D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Remnants_Of_Beauty on January 22, 2012, 10:43:49 AM
I'll be happy with a mid-late feb next update. I still haven't got through some of the missions on the latest one. My strategy techniques need sharpening vastly!
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Avan on January 22, 2012, 01:06:49 PM
*complains*

I suppose this gives me more time to get things I really should be doing done before I lose myself derping about playing starfarer for the next long while.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Hopelessnoob on January 22, 2012, 09:07:06 PM
Even though its not out till February can we get more patch notes?
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: tinsoldier on January 22, 2012, 09:11:34 PM
Even though its not out till February can we get more patch notes?

Or maybe a screenshot of some benign system that isn't likely to change much.  No better way to pass the time than with wild speculation!
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Dark.Revenant on January 22, 2012, 11:07:00 PM
The WTF gave Alex a lot more money to survive with (and hopefully surplus to spend with) so none of us can complain about it.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: varghjarta on January 23, 2012, 12:41:47 AM
The WTF gave Alex a lot more money to survive with (and hopefully surplus to spend with) so none of us can complain about it.

Can we know that for sure? I would be happy to know the guy is getting by and actually having a steady (or spurts of) inflow of cash. I understand one might not want to publish any official numbers for marketing reasons though.

I for one would gladly consider paying again for the complete game if this means he feels more appreciated and feeling that he can build on his personal future beyond the game; a happy programmer is usually an efficient one :)
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Fient on January 23, 2012, 05:48:39 AM
Alex has already revealed the preorders in a different threat (http://fractalsoftworks.com/forum/index.php?topic=30.0). :]
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Kilvanya on January 23, 2012, 07:01:44 AM
he released a threat? Thats not good
he'll probably pwn us w/ Adminian ships
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on January 23, 2012, 08:18:56 AM
Or maybe a screenshot of some benign system that isn't likely to change much.  No better way to pass the time than with wild speculation!

Ok, ok! Here's a screenshot of the new context menu, in all its tooltip-laden glory (click for full-size):

(http://www.fractalsoftworks.com/public/screenshot214.png) (http://www.fractalsoftworks.com/public/screenshot214.png)
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: icepick37 on January 23, 2012, 08:45:16 AM
:O  Masterful!
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: tinsoldier on January 23, 2012, 08:52:09 AM
Comm Channels!  It makes so much sense!  My need for new material has been satiated :)
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: mendonca on January 23, 2012, 09:06:47 AM
Ok, ok! Here's a screenshot of the new context menu, in all its tooltip-laden glory (click for full-size):
*snip*
Super cool!

Based on the deployed ships, I predict a home victory  :)
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on January 23, 2012, 09:10:31 AM
Based on the deployed ships, I predict a home victory  :)

Unless the other side also has Tempests, I suppose :)

Which it does not.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Kilvanya on January 23, 2012, 09:13:43 AM
must . . . conquer . . . tem-pests . . .
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Ivaylo on January 23, 2012, 09:14:43 AM
Just do what I do. Mod them into oblivion after each install.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: mendonca on January 23, 2012, 09:15:08 AM
Interestingly (?) I started running some random missions, where I would experiment how many things a group of 5 Tempests could kill.

The answer was, quite a lot.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Avan on January 23, 2012, 09:29:19 AM
I had an interesting theory yesterday: theoretically, it should be possible to win Nothing Personal with just tempest. I must do this later once I have the time.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: BeanusMaximus on January 23, 2012, 10:18:39 AM
Which one's the tempest? o.o
I take it that it pwns? xD
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Kilvanya on January 23, 2012, 10:39:50 AM
They are annoying temperamental pestilential frigates that
are fast and have the damage output to shred most destroyers
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: BeanusMaximus on January 23, 2012, 10:43:08 AM
They are annoying temperamental pestilential frigates that
are fast and have the damage output to shred most destroyers
Sounds awesome and overpowered xD Me is tempted to expirmentay with this ship haha
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alchenar on January 23, 2012, 11:14:13 AM
I really hope you remembered an option to turn off tooltips, because I can see those getting really annoying once you know what they do and don't want text covering half the screen.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: BeanusMaximus on January 23, 2012, 11:16:08 AM
I really hope you remembered an option to turn off tooltips, because I can see those getting really annoying once you know what they do and don't want text covering half the screen.

That'll probably come come in the next few updates :)
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: icepick37 on January 23, 2012, 11:22:27 AM
I assume there will be a delay on the tooltips. Enough to be useful but not annoying. They shouldn't get in the way all the time.

Well that's how I'd do it, haha.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: BeanusMaximus on January 23, 2012, 11:24:06 AM
I assume there will be a delay on the tooltips. Enough to be useful but not annoying. They shouldn't get in the way all the time.

Well that's how I'd do it, haha.
The tooltips should be like 60/70% transparent and then become opaque when the mouse is over it :D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on January 23, 2012, 11:26:28 AM
I really hope you remembered an option to turn off tooltips, because I can see those getting really annoying once you know what they do and don't want text covering half the screen.

At the moment, they're easy enough to avoid by not mousing over the items. I imagine an "expert" player will never see them due to using keyboard shortcuts for the menu items, anyway.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: BeanusMaximus on January 23, 2012, 11:30:21 AM
I really hope you remembered an option to turn off tooltips, because I can see those getting really annoying once you know what they do and don't want text covering half the screen.

At the moment, they're easy enough to avoid by not mousing over the items. I imagine an "expert" player will never see them due to using keyboard shortcuts for the menu items, anyway.
You has 999 posts lmao that's our emergency call number xD

On topic you could make it transparent :D and make it become opaque when the mouse is placed above them :)
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Avan on January 23, 2012, 11:31:18 AM
you have 999 posts now, meaning you are obligated to post something awesome next  ;D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on January 23, 2012, 11:32:13 AM
On topic you could make it transparent :D and make it become opaque when the mouse is placed above them :)

Ok, I'm going to "waste" my 1000th post on this: it's a tooltip. When you move the mouse, it goes away.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Avan on January 23, 2012, 11:33:38 AM
hey, that's nice to know. I suppose its not really a waste afterall  ;D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: BeanusMaximus on January 23, 2012, 11:34:17 AM
On topic you could make it transparent :D and make it become opaque when the mouse is placed above them :)

Ok, I'm going to "waste" my 1000th post on this: it's a tooltip. When you move the mouse, it goes away.
lol pwnt xD wait... are we on about the tip thing at the side of the main menu? o.o
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Chevy on January 23, 2012, 12:28:21 PM
The comm channel idea is amazing! Seriously, such an elegant solution to the problem of not knowing which ships will likely respond to an order.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: icepick37 on January 23, 2012, 12:40:09 PM
Seriously, I cannot wait for the update. Game is pretty much worth the cash now. Only gets better from here.  :D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on January 23, 2012, 12:41:26 PM
The comm channel idea is amazing! Seriously, such an elegant solution to the problem of not knowing which ships will likely respond to an order.

Added it thanks to this suggestion (http://fractalsoftworks.com/forum/index.php?topic=527.0) :)
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Okim on January 23, 2012, 12:55:16 PM
Alex, any chance of an update to the list of changes? People needs to grasp the overall picture of what`s they are going to get soon :)
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: stonehand on January 23, 2012, 02:07:47 PM
must make a ship called red five :)
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: hairrorist on January 23, 2012, 03:39:53 PM
Thing is, this would devalue energy weapons...
If ballistics were that dynamic, there'd be no reason to use anything else.

-edit-
Wrong thread.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Avan on January 23, 2012, 04:45:15 PM
Thing is, this would devalue energy weapons...
If ballistics were that dynamic, there'd be no reason to use anything else.
Huh? Are you sure you posted in the right thread?
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on January 23, 2012, 05:14:22 PM
Alex, any chance of an update to the list of changes? People needs to grasp the overall picture of what`s they are going to get soon :)

Ahh, I'm just so excited to be back to actually working on the game! Maybe in a couple of days :)

I think you, personally, will be happy to hear that the modding API is coming along very well. Planning an in-depth post about it a bit after the preview release.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Hopelessnoob on January 23, 2012, 08:23:48 PM
Modding tools for a game not even out, you personally have a closer connection to the people buying your games than any developer I've ever seen.

That must mean lots of changes. Sorry I constantly have a speculation hat on with this game.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: icepick37 on January 23, 2012, 08:49:21 PM
Wait, so those tooltips are up whenever you mouse over? No delay?
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Avan on January 23, 2012, 09:01:10 PM
They go away when you move the mouse away; not sure if they have a delay or not.

In other news, I made my first .5a-balanced ship, and am re-balancing my old ones.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: icepick37 on January 23, 2012, 09:26:43 PM
Nice!  :D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on January 24, 2012, 07:37:52 AM
Wait, so those tooltips are up whenever you mouse over? No delay?

No delay - but where they appear doesn't depend on where the mouse is (they're always off to the side), so they don't get in the way. I experimented with a lot of different ways of doing it... delays always felt irritating, and made things look like they were flickering. Any kind of "nice" fading in/out was very irritating, too. Just felt like being made to wait for information unnecessarily.

I can potentially see a global "tooltip delay" setting at some point, though.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Kilvanya on January 24, 2012, 08:57:00 AM
Any word on if the preview will contain
the "current" entirety of what one can
do in a system or if any specific things
have been cut due to time, roughness, ect?
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: icepick37 on January 24, 2012, 09:23:44 AM
No delay - but where they appear doesn't depend on where the mouse is (they're always off to the side), so they don't get in the way. I experimented with a lot of different ways of doing it... delays always felt irritating, and made things look like they were flickering. Any kind of "nice" fading in/out was very irritating, too. Just felt like being made to wait for information unnecessarily.

I can potentially see a global "tooltip delay" setting at some point, though.
Ooooooooo. Nice.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Avan on January 24, 2012, 09:33:11 AM
if anything was cut from the preview, I Would imagine it would have been cut for .5a anyways
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Dark.Revenant on January 24, 2012, 10:26:26 AM
I doubt anything is going to be cut.  If it is something that needs to be cut for this release, Alex probably wouldn't have wasted his time making it now in the first place.  These features are time-consuming, you know.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: ollobrains on January 24, 2012, 11:46:18 AM
Time consuming features is what is holding up the realise i think that said he wants to make em perfect to make it playable so we go back to waiting for perfection which is fine also dwarf fortress is out so a few more weeks is fine by me
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: BeanusMaximus on January 24, 2012, 11:47:14 AM
Time consuming features is what is holding up the realise i think that said he wants to make em perfect to make it playable so we go back to waiting for perfection which is fine also dwarf fortress is out so a few more weeks is fine by me
dwarf fortress rapes the mind q.q
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Cribban on January 24, 2012, 12:14:00 PM
Time consuming features is what is holding up the realise i think that said he wants to make em perfect to make it playable so we go back to waiting for perfection which is fine also dwarf fortress is out so a few more weeks is fine by me
dwarf fortress rapes the mind q.q

"boatmurdered" nuff said :)
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Dark.Revenant on January 24, 2012, 08:00:17 PM
It got worse after boatmurdered.  Headshoots, for example.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Hopelessnoob on January 24, 2012, 08:01:23 PM
Nah boatmurdered is the most epic, nothing beats wholesale mass elephant slaughter.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Katsuro on January 24, 2012, 08:51:37 PM
The comm channel idea is amazing! Seriously, such an elegant solution to the problem of not knowing which ships will likely respond to an order.

Added it thanks to this suggestion (http://fractalsoftworks.com/forum/index.php?topic=527.0) :)

Oh my.. I feel... honored! among other things! I really like how that ended up being executed!  You even added the current status of the ships o.o I didn't think about that.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: BeanusMaximus on January 25, 2012, 10:21:56 AM
Nah boatmurdered is the most epic, nothing beats wholesale mass elephant slaughter.
The discussion on how much it frazzles brains really did entertain me haha
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on January 25, 2012, 12:04:01 PM
Oh my.. I feel... honored! among other things! I really like how that ended up being executed!  You even added the current status of the ships o.o I didn't think about that.

It was a great idea - and it happened to fit in perfectly with what was already in place. Thank you for suggesting it - it's not something I was thinking about, but it really helps address what I think is a significant part of the learning curve.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: ollobrains on January 25, 2012, 01:53:42 PM
good idea good to see alex was able to use it
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Sinloth on January 26, 2012, 10:31:01 PM
Oh my.. I feel... honored! among other things! I really like how that ended up being executed!  You even added the current status of the ships o.o I didn't think about that.

It was a great idea - and it happened to fit in perfectly with what was already in place. Thank you for suggesting it - it's not something I was thinking about, but it really helps address what I think is a significant part of the learning curve.

Tremendulant idea indeed. I love how you, Alex, are working with the people here, using the best ideas that fit your vision for Starfarer and let them know about that. We're all proud to be your testers and even prouder if you can use some of our input. One day we'll be able to tell our grandchildren :D

Btw, my eyes are about to pop out from all the stuff that's being added into 0.5, really can't wait.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Hopelessnoob on January 30, 2012, 02:37:39 PM
What ship will we start with in the campaign mode?
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: icepick37 on January 30, 2012, 02:52:14 PM
I vote hyperion class frigate, haha.

I think someone said we'd start in a frigate, ja?
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Hopelessnoob on January 30, 2012, 04:12:00 PM
Yeah but what Frigate? The hound is fairly useless while a Tempest can take down an Onslaught with enough time.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: tinsoldier on January 30, 2012, 05:45:40 PM
I'd love to start in a civilian frigate with surplus guns.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Kilvanya on January 30, 2012, 06:02:11 PM
converted freighter, with 2 sqaudrons of mining drones
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Avan on January 30, 2012, 06:56:45 PM
Maybe you get a destroyer to start with? or limited funds and then you can pick any ship & starting items with it?
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: icepick37 on January 30, 2012, 07:13:36 PM
I'll honestly be happy with anything.

I assume they will have escort missions and such? Where you have a third faction in the mix to follow and protect, but not directly command. I am really assuming a lot there, though. I just figured you'd need some more variety in the missions we'll see in game. Like take this go there. The bread of butter of... well all games I guess, haha.

EDIT: I honestly don't want to start with much. I want it to be awesome when I finally get that venture class.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: madpinger on January 31, 2012, 12:23:27 AM
Looking forward to it,  Make us wait and suffer as much as you need, so long as the reward is good :D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Kilvanya on January 31, 2012, 07:14:21 AM
I can't remember, did alex mention if mining ships will be in game?
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Jerry on January 31, 2012, 11:52:34 AM
I can't remember, did alex mention if mining ships will be in game?

There are mining drones in the single missions, I don't know if these will be mining ships in the campaign or not...
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: MechaLenin on January 31, 2012, 12:02:37 PM
FAQ mentions it will be possible to establish outposts, so  mining is probably included.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Icelom on January 31, 2012, 12:28:53 PM
Looking forward to it,  Make us wait and suffer as much as you need, so long as the reward is good :D


But the waiting hurts my insides!!!
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Ivaylo on January 31, 2012, 01:11:28 PM
We still have not fully decided which class, but you start with a frigate.

Also, I will have you know the Hound is awesome. And now, in order to shamelessly stir up specualtion, I will paste the Hound description:

"An old but durable hull that lacks a shield generator, this class is sometimes used to ferry cargo instead of for combat duty. A lucky or gifted officer could make his fortune given the chance to captain one."
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Dragon239 on January 31, 2012, 01:13:39 PM
Oh, you dirty man.
D:
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: icepick37 on January 31, 2012, 01:16:56 PM
I was kinda gonna guess that one.  ::)

You could always transfer that description to something else.  :)
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on January 31, 2012, 03:03:50 PM
Updated the notes.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: MechaLenin on January 31, 2012, 03:23:06 PM
So what's current ETA on patch? ;D

/puts on flame-resistant suit
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Icelom on January 31, 2012, 03:32:13 PM
Updated the notes.

Quote from: Alex
•Selecting a weapon group that your ship doesn't have allows all other groups to auto-fire (i.e., group 4 if ship only has 3 groups set up)

Unless the 5 key is used for something why not set 5 to auto fire all weapon groups? that way we can still do this when we have 4 weapon groups? If not 5 then another key perhaps?
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on January 31, 2012, 03:36:13 PM
Unless the 5 key is used for something why not set 5 to auto fire all weapon groups? that way we can still do this when we have 4 weapon groups? If not 5 then another key perhaps?

I don't think I made that quite clear. If you've got, say, just ONE weapon group, setting it on autofire won't do anything - since it's still selected, it'll be in "manual override" mode. This just lets you select an empty group, basically, to give autofire a chance to kick in.

So what's current ETA on patch? ;D

Just as soon as it's ready :D Which shouldn't be too long.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Zarcon on January 31, 2012, 03:38:59 PM
So what's current ETA on patch? ;D

Just as soon as it's ready :D Which shouldn't be too long.

Oh yeah!   ;D  Sounds good to me.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: DNAz on January 31, 2012, 03:54:37 PM
Unless the 5 key is used for something why not set 5 to auto fire all weapon groups? that way we can still do this when we have 4 weapon groups? If not 5 then another key perhaps?

I don't think I made that quite clear. If you've got, say, just ONE weapon group, setting it on autofire won't do anything - since it's still selected, it'll be in "manual override" mode. This just lets you select an empty group, basically, to give autofire a chance to kick in.
Really? If you don't shoot it stays on auto. But because there is no use for empty groups I guess it is a nice feature.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on January 31, 2012, 04:01:30 PM
The "manual override" is a new feature - a group will stay on auto even if you shoot. So if a group is on auto, you can switch to it - weapons will start tracking the mouse, and you can fire, all without turning off autofire. It's useful if you want to quickly take over for some directed PD fire, for example, without the hassle of having to turn off autofire (so you can aim accurately before firing) and then turn it back on again.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: DNAz on January 31, 2012, 04:04:55 PM
The "manual override" is a new feature - a group will stay on auto even if you shoot. So if a group is on auto, you can switch to it - weapons will start tracking the mouse, and you can fire, all without turning off autofire. It's useful if you want to quickly take over for some directed PD fire, for example, without the hassle of having to turn off autofire (so you can aim accurately before firing) and then turn it back on again.

Very Good Sir.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: MechaLenin on January 31, 2012, 04:47:22 PM
Somewhat unrelated question not worthy new topic:

Are there plans to include extreme difficulty settings? Many indie players are pretty hardcore, hence my question. It would greatly increase replayabilty.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Kothar on January 31, 2012, 05:27:41 PM

I don't think I made that quite clear. If you've got, say, just ONE weapon group, setting it on autofire won't do anything - since it's still selected, it'll be in "manual override" mode. This just lets you select an empty group, basically, to give autofire a chance to kick in.


What about if your ship has all 4 weapon groups, but you want them ALL to be on autofire? Is there any way to accomplish that in the new version?

Granted, that's a fairly unlikely circumstance, but I believe that's what he originally meant to ask.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on January 31, 2012, 05:39:45 PM
What about if your ship has all 4 weapon groups, but you want them ALL to be on autofire? Is there any way to accomplish that in the new version?

Granted, that's a fairly unlikely circumstance, but I believe that's what he originally meant to ask.

No, there is not :) A special keybind for this case didn't seem worth it - you're pretty much going to have some missiles on most ships, either that, or you won't need all 4 groups. Granted, it *could* happen, but like you said, it's unlikely.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Hopelessnoob on January 31, 2012, 07:16:10 PM
Besides if you're going to autofire everything just turn the ship onto auto pilot, Hell at least for me the AI dodges missiles far better than I do.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: theShadow on January 31, 2012, 08:35:55 PM
can we see a screenshot of the space station? :3
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Avan on January 31, 2012, 08:44:27 PM
:D
Universal slot type!
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: DNAz on January 31, 2012, 08:46:36 PM
:D
Universal slot type!
That ship must have no standards ;)
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Avan on January 31, 2012, 09:17:53 PM
actually, I was going to use it on a non-standard ship.  :D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Cryten on February 01, 2012, 03:10:39 PM
Adjusted fleet point calculation at the start of battle so that each side can always deploy at least their flagship.

Just a slight worry that this could get abusable by buying a very costly in deployment costs capital ship and then flooding the map with fighters and frigates on the first wave.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Zarcon on February 01, 2012, 03:19:48 PM
Adjusted fleet point calculation at the start of battle so that each side can always deploy at least their flagship.

Just a slight worry that this could get abusable by buying a very costly in deployment costs capital ship and then flooding the map with fighters and frigates on the first wave.

Interesting, I suppose that Alex will be balancing both sides when he accounts for the expensive Flagship in the Fleet points?  In other words, I am guessing Alex will give the other side the same relative bonus in order to make it balanced.  So whichever side has the most expensive Flagship will modify the fleet point calculation and the other side will also receive a little boost to balance it a bit.

Just a guess on my part though.     ;D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: madpinger on February 01, 2012, 06:29:38 PM
Adjusted fleet point calculation at the start of battle so that each side can always deploy at least their flagship.

Just a slight worry that this could get abusable by buying a very costly in deployment costs capital ship and then flooding the map with fighters and frigates on the first wave.

Interesting, I suppose that Alex will be balancing both sides when he accounts for the expensive Flagship in the Fleet points?  In other words, I am guessing Alex will give the other side the same relative bonus in order to make it balanced.  So whichever side has the most expensive Flagship will modify the fleet point calculation and the other side will also receive a little boost to balance it a bit.

Just a guess on my part though.     ;D

Who said it would all ways be a fair fight :D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Hopelessnoob on February 01, 2012, 06:31:10 PM
That's a good point, game should always be balanced but that doesn't mean every match-up oughta be fair.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Zarcon on February 01, 2012, 06:59:28 PM
Who said it would all ways be a fair fight :D

Ha ha!   ;D  Very true.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Kilvanya on February 01, 2012, 10:22:12 PM
all my fighters will have modified nuclear suicide charges lol
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Stumpfhölzern on February 03, 2012, 07:22:31 AM
I think the same principle as in the Total War or Mount&Blade games should apply: You have the bigger and/or better fleet/army on the world/space map, you probably win the battle... at least if you don't do anything stupid :P.
To adjust the fleet points on base of the flagship to a certain degree is a good idea and if you need more you can probably skill it ;-).
But maybe Alex puts something in like a class limit, so you can only spend a certain number of fleet points on fighter,cruiser and so on.
Or if you only have enough points for your flagship, you are forced to deploy it first. That would make the most sense imho :P.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: docfoolio on February 03, 2012, 08:40:34 AM
The problem with auto-resolve is that the AI can essentially fail to properly handle certain situations. For example in total war(I have been playing total war games since the original shogun,) and the AI has almost always failed to deal with cavalry charges. In Empire Total War I could auto-resolve a battle against an enemy with a much smaller army and lose simply because they had more cavalry units than I did. If I then reloaded the game and fought the battle myself I massacre them.

I have no beef with an auto resolve feature but I for one will not use it.

I do have a question regarding how casualties will be handled(not sure if this has been answered already) In a persistent campaign when the player loses a ship/fighter wing in a battle, will that unit be gone for good? Or will it simply be a matter of going to a space station and repairing the unit?
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: stardidi on February 03, 2012, 08:46:54 AM
I do have a question regarding how casualties will be handled(not sure if this has been answered already) In a persistent campaign when the player loses a ship/fighter wing in a battle, will that unit be gone for good? Or will it simply be a matter of going to a space station and repairing the unit?

i'm pretty sure it depends on the state of that unit: if it is disabled in the fight you can repair it on the go, that costs supplies(is that the right name?). If it gets destroyed there is no way of getting it back.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: BeanusMaximus on February 03, 2012, 10:16:54 AM
I do have a question regarding how casualties will be handled(not sure if this has been answered already) In a persistent campaign when the player loses a ship/fighter wing in a battle, will that unit be gone for good? Or will it simply be a matter of going to a space station and repairing the unit?

i'm pretty sure it depends on the state of that unit: if it is disabled in the fight you can repair it on the go, that costs supplies(is that the right name?). If it gets destroyed there is no way of getting it back.
Yeah I agree, it depending on the ships health would be easier imo :)
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on February 03, 2012, 10:19:52 AM
can we see a screenshot of the space station? :3

The battle station is not completely operational, shall we say.

I do have a question regarding how casualties will be handled(not sure if this has been answered already) In a persistent campaign when the player loses a ship/fighter wing in a battle, will that unit be gone for good? Or will it simply be a matter of going to a space station and repairing the unit?

There's a low chance a disabled ship will be repaired after battle. Ships that are simply damaged get repaired over time. Player skills and such will allow you to increase the chance to restore a disabled ship. At least, that's how it works right now (sans the player skills, which aren't in atm).
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Thana on February 03, 2012, 10:56:50 AM

The battle station is not completely operational, shall we say.

"Now witness the firepower of this thoroughly buggy and unoperational batt... Oh, hell, you know what? Just ignore the battle station, okay?"
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: BeanusMaximus on February 03, 2012, 10:58:54 AM
LOOOOL xD Wonder what it looks like :D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Hopelessnoob on February 03, 2012, 11:26:32 AM
This battle station has the power to delay the release of a patch for another week! It is no match however to the strength of the force of fanboys annoying alex.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: icepick37 on February 03, 2012, 11:50:51 AM
You annoying fanboy prattle has not helped you conjure up a new build nor has it given you clairvoyance enough to predict the release date!
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Zarcon on February 03, 2012, 11:57:28 AM
You annoying fanboy prattle has not helped you conjure up a new build nor has it given you clairvoyance enough to predict the release date!

Your overconfidence is your weakness, I have indeed conjured up the 15th as the release date.  :)  ha ha
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: BeanusMaximus on February 03, 2012, 12:18:50 PM
You annoying fanboy prattle has not helped you conjure up a new build nor has it given you clairvoyance enough to predict the release date!

Your overconfidence is your weakness, I have indeed conjured up the 15th as the release date.  :)  ha ha

wheeeey haha :D what was mine? O.o
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Zarcon on February 03, 2012, 12:42:24 PM
Your overconfidence is your weakness, I have indeed conjured up the 15th as the release date.  :)  ha ha

wheeeey haha :D what was mine? O.o

You foresaw a release on the 9th, and only now, at the end, do you understand.  Your feeble skills are no match for the power of the Starfarer! You have paid the price for your lack of vision!

 ;D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: BeanusMaximus on February 03, 2012, 12:44:28 PM
Your overconfidence is your weakness, I have indeed conjured up the 15th as the release date.  :)  ha ha

wheeeey haha :D what was mine? O.o

You foresaw a release on the 9th, and only now, at the end, do you understand.  Your feeble skills are no match for the power of the Starfarer! You have paid the price for your lack of vision!

 ;D

xD
I blame the big flying turtles... I mean come on they're so distracting q.q it hampered my epic visions :( xD
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Zarcon on February 03, 2012, 12:48:18 PM
lol.   ;D

As a side note, this website is for the win.

http://en.wikiquote.org/wiki/Star_Wars_Episode_VI:_Return_of_the_Jedi

Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: BeanusMaximus on February 03, 2012, 12:52:27 PM
lol.   ;D

As a side note, this website is for the win.

http://en.wikiquote.org/wiki/Star_Wars_Episode_VI:_Return_of_the_Jedi



I AM YOUR FATHER!! xD
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Hopelessnoob on February 03, 2012, 01:57:26 PM
Thats from Strikes back man....
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: si1foo on February 03, 2012, 02:55:44 PM
alex when can we get our crubby mits on 0.5a
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Avan on February 03, 2012, 04:11:29 PM
I wonder how many more times that question is going to get asked before release. XD
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: theShadow on February 03, 2012, 04:27:01 PM
at least one more.









...








sooo when is 0.5a coming out then?
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: si1foo on February 03, 2012, 04:58:35 PM
avan im not wundering  about  release that is a while away   im undering about 0.5a  seeing as they have released the patchnotes  so wundering when i can sink my teeth into the changes
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: BeanusMaximus on February 04, 2012, 04:06:47 AM
Thats from Strikes back man....
... *facedesks* I blame that I haven't seen it in years lmfao... but still was hard to resist xD
alex when can we get our crubby mits on 0.5a
When it's released ;)
I wonder how many more times that question is going to get asked before release. XD
*looks into the future* 31 :D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Kilvanya on February 04, 2012, 08:51:13 AM
 :D I feel a disturbance in the Force . . . oh wait thats Avan's apoplexy  :o
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: eirikrr on February 04, 2012, 04:42:16 PM


I wonder how many more times that question is going to get asked before release. XD
*looks into the future* 31 :D
[/quote]

Let me help you on that :P when will it be relised?

But anyways, really love the game ( I am new if you did not figure) kinda hard and awsome :P
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: eirikrr on February 04, 2012, 04:42:51 PM
and I *** up on the quote xD
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Zarcon on February 04, 2012, 05:10:30 PM
and I *** up on the quote xD

Editing is allowed.   :D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Ivaylo on February 05, 2012, 08:27:15 AM
This is getting to be a pretty epic speculation thread. I love it.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: BeanusMaximus on February 05, 2012, 10:02:10 AM
and I *** up on the quote xD
Don't worry about it lol I've done that before too xD
But yes like Zarcon said, you can edit your posts if you wish :)
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Avan on February 05, 2012, 11:02:15 AM
Will we get some kind of advance notice before the preview gets released?
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Thana on February 05, 2012, 11:12:44 AM
Will we get some kind of advance notice before the preview gets released?

Personally I'd prefer it to be a pleasant (awesome!) surprise.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Deus on February 05, 2012, 01:40:04 PM
I cant wait to sink my teeth into an actual campaign, although I'm not very good at the combat so I'll probably be economical and rule the universe using my amazing politic skill based awesomeness and my greed for money
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: AdmiralMaelstrom on February 05, 2012, 01:40:35 PM
Got this game a while ago and was so impressed, first: the fact that its only in alpha and still really fun, and second: I wanted to support smaller game companies because they always come up with the best ideas. After reading through the patch notes I am comfortable with my small $10 investment. Keep up the amazing work.

Also I agree with Thana that it should be a surpise  :D sorry Avan :o
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Avan on February 05, 2012, 04:52:26 PM
Nooo! D: I want to be able to plan ahead.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: BeanusMaximus on February 06, 2012, 10:34:51 AM
Nooo! D: I want to be able to plan ahead.
Lmao, I'd be satisfied with the month it's going to be released xD
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: icepick37 on February 06, 2012, 11:05:50 AM
I just bought the game for my brother as a birthday present!  :D  So maybe release the preview today for him on his birthday?  ;)
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Dark.Revenant on February 06, 2012, 11:54:36 AM
Release dates are generally given when the game is done or very close to finished.  Since Alex needs only a short period of time between finishing the preview and putting it up for download, you'll only get a release date a day in advance, at best.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Icelom on February 06, 2012, 11:56:55 AM
Release dates are generally given when the game is done or very close to finished.  Since Alex needs only a short period of time between finishing the preview and putting it up for download, you'll only get a release date a day in advance, at best.

I figure we would be lucky to get a day in advance, since once the release build is compiled there is no reason not to put it up and delay a day, and until its fully compiled and ready to go something could go wrong so they wont want to say its comeing tommorow incase something does go wrong or the released they missed something.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Okim on February 06, 2012, 12:21:17 PM
Alex, considering all the new stuff you are putting into 0.5a - will we modders be able to mod the starting sandbox ship as well as factions and their available stuff in it? I ask mainly about ability to mod in/out the certain ships, weapons and mods in/from sandbox.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on February 06, 2012, 12:25:59 PM
Alex, considering all the new stuff you are putting into 0.5a - will we modders be able to mod the starting sandbox ship as well as factions and their available stuff in it? I ask mainly about ability to mod in/out the certain ships, weapons and mods in/from sandbox.

Yes on all counts. Now, a mod that changes the starting ship would be incompatible with other mods that do the same. But you could mod in a new faction (and have it work together with other mods that add factions of their own).

You could even set up, say, a supply fleet that delivers and drops off mod-specific weapons to the orbital station, for the player to buy.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Zarcon on February 06, 2012, 12:40:10 PM
You could even set up, say, a supply fleet that delivers and drops off mod-specific weapons to the orbital station, for the player to buy.

Oh wow!  :)  So I'm guessing this means that you could try taking a 5 fingered discount from the supply fleet before it reaches the orbital station?    ;D

Sweetness.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on February 06, 2012, 01:01:57 PM
Oh wow!  :)  So I'm guessing this means that you could try taking a 5 fingered discount from the supply fleet before it reaches the orbital station?    ;D

:) Though naturally, that might lead to unpleasant consequences... but I've already said too much!
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: tinsoldier on February 06, 2012, 05:12:59 PM
Oh wow!  :)  So I'm guessing this means that you could try taking a 5 fingered discount from the supply fleet before it reaches the orbital station?    ;D

:) Though naturally, that might lead to unpleasant consequences... but I've already said too much!

Oh that's cool.. wait what?  This isn't in the preview is it?
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on February 06, 2012, 05:18:36 PM
Oh that's cool.. wait what?  This isn't in the preview is it?

It is. The preview is rather light on high-level mechanics (being essentially a persistent wrapper for combat, for now), but it does have some. Very basic faction relationships are also in.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Hopelessnoob on February 06, 2012, 06:04:56 PM
Blah every time i see you post i keep hoping its you saying the games up for download :(
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Zarcon on February 06, 2012, 06:07:41 PM
Blah every time i see you post i keep hoping its you saying the games up for download :(

Lol.  :)   I feel ya, but at least Alex usually has some cool insight or info for us, to dull the pain a bit.   ;D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Blips on February 06, 2012, 06:49:34 PM
Hey, as long as the new version is out by the 14th, everything will be fine, fine, fine.  ;D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Ishikawa on February 07, 2012, 02:11:08 AM
Hey, as long as the new version is out by the 14th, everything will be fine, fine, fine.  ;D

Oh Starfarer, would you please be my valentine? :D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Blips on February 07, 2012, 08:52:22 AM
Bahahaha. No, that wasn't the reasoning behind my date. Oh that's funny. No, the reason is I've limited myself to playing video games only on oddly dated Wednesdays this year. And it would be awesome to be able to wake up on the 15th and play the new version!
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Zarcon on February 07, 2012, 08:58:20 AM
Bahahaha. No, that wasn't the reasoning behind my date. Oh that's funny. No, the reason is I've limited myself to playing video games only on oddly dated Wednesdays this year. And it would be awesome to be able to wake up on the 15th and play the new version!

That is a very odd limitation, but great job keeping gaming in its rightful place, as excellent entertainment and not an all consuming passion that destroys the very life it was meant to enrich.   ;D

Also, I like your chances of playing it on the 15th.  lol.   :D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Dark.Revenant on February 07, 2012, 01:29:13 PM
I highly doubt he'd post the release in this thread.  If you see a post here, rest assured that the preview is not yet finished and you are wasting his valuable time by forcing him to reply to posts here.

Think about it and let the horrible truth sink in... ahaahahahahaahahaHAAHAHAHAAHAAHAAHAHAH!!!
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Goncyn on February 08, 2012, 06:48:49 AM
I look at this as a race between Alex and Toady One. Who will release first?! Helps keep me entertained while I wait.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: jocan2003 on February 08, 2012, 08:25:19 AM
i say starfarer first because toady is just whack in the good side of the word, he just keep adding and adding and get new ideas non-stop haha
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Avan on February 08, 2012, 08:28:09 AM
I highly doubt he'd post the release in this thread.  If you see a post here, rest assured that the preview is not yet finished and you are wasting his valuable time by forcing him to reply to posts here.

Think about it and let the horrible truth sink in... ahaahahahahaahahaHAAHAHAHAAHAAHAAHAHAH!!!
The thread will be renamed when it is released.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: AdmiralMaelstrom on February 08, 2012, 03:55:14 PM
Blah every time i see you post i keep hoping its you saying the games up for download :(

Lol.  :)   I feel ya, but at least Alex usually has some cool insight or info for us, to dull the pain a bit.   ;D

Exactly what I was thinking.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Avan on February 09, 2012, 04:40:14 PM
soooooo, if a review covered a current build, what actually is left to do for the preview?
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: AdmiralMaelstrom on February 09, 2012, 06:37:02 PM
Patience dear Avan. ;D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: SeaBee on February 09, 2012, 07:06:32 PM
The reviewer didn't mention any bugs or crashes, so I'm hoping we get a hint on when we can expect it ... maybe this weekend? Thought I wouldn't mind having it right now, because I'd play it all night. And all weekend. Wife is out of town, gaming weekend is here!
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Avan on February 09, 2012, 08:02:53 PM
Patience dear Avan. ;D
The time for patience is long past!
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: CommComms on February 09, 2012, 09:59:06 PM
[The time for patience is long past!

Now is the time for action! Come brothers, we shall ride out together as one, and find Alex in his castle!  Version 0.5 is waiting for us, we need merely the will to take it!
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Hopelessnoob on February 09, 2012, 10:05:29 PM
We March at dawn. The Siege will last until .5 is released! Many of us will not survive unfortunately, but those of us that do live will name a captain in our fleet after you.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: SeaBee on February 09, 2012, 10:56:52 PM
Thus did our horses beat out a mighty rhythm as they charged Fortress Fractal: F5, F5, F5, F5 ...
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: stardidi on February 10, 2012, 01:07:08 AM
The reviewer didn't mention any bugs or crashes, so I'm hoping we get a hint on when we can expect it

the reviewer even said that the build was remarkably stable and fleshed out

Quote
@amosolov Ha. Your alphas are more stable and fleshed out than many beta versions I've played.
  from twitter
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: ollobrains on February 10, 2012, 02:23:23 AM
dwarf fortress or space farer first lets see who wins  ;D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: TescoBag on February 10, 2012, 02:49:41 AM
So in all seriousness, when are we looking at Alex? We're past early February now!
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: stardidi on February 10, 2012, 03:04:55 AM
So in all seriousness, when are we looking at Alex? We're past early February now!
well according to his twitter "quite soon", but when that is.... can't wait though getting more and more exited with every bit of news

Quote
The build @dominictarason got was a pre-preview, if you will. The real 0.5a preview will be out quite soon - a few things left.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Cryten on February 10, 2012, 03:34:05 AM
So in all seriousness, when are we looking at Alex? We're past early February now!

It has been said several times here and elsewhere that the current "possible" release time would be mid feb, not the start of feb. In all likelyhood I imagine polishing may push that back even thurther. However I would glad to be wrong. The test version may come out earlier who knows.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Zarcon on February 10, 2012, 08:10:07 AM
So in all seriousness, when are we looking at Alex? We're past early February now!

It has been said several times here and elsewhere that the current "possible" release time would be mid feb, not the start of feb. In all likelyhood I imagine polishing may push that back even thurther. However I would glad to be wrong. The test version may come out earlier who knows.

Well everyone knows that the 15th is the foreseen release date for the preview version of 0.5, duh.   ;D  lol.

Just 5 more days...
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Avan on February 10, 2012, 08:24:52 AM
well, the preview release doesn't need any polish; it just needs the current modding stuff to be finalized so that modders can convert everything over, and bugs can be found and corrected in the final version.

I'm guessing its missing modding functionality that is holding up the preview release, since its not something that would affect the review.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: aerandir on February 10, 2012, 08:26:01 AM
So in all seriousness, when are we looking at Alex? We're past early February now!

It has been said several times here and elsewhere that the current "possible" release time would be mid feb, not the start of feb. In all likelyhood I imagine polishing may push that back even thurther. However I would glad to be wrong. The test version may come out earlier who knows.

I'm sure it won't get pushed back any further, but it does raise interesting issues; people are paying for an alpha, and in the old days people expected bugs and crashes and so on. With customers becoming increasingly demanding, small devs like Alex obviously now feel pressured to present these incredibly polished experiences in alpha to avoid the negative publicity of people complaining about unfinished software...but of course by definition that's what an alpha is.

Personally I thought I was signing up to get basically playable, but buggy, builds every month or so, not flawless mini-releases with eight month gulfs between them, but obviously with the increasing opening up of alpha and beta software to the public, exactly what those terms mean is starting to shift.

Anyway that was a bit OT, I predict Tuesday afternoon for the release!  ;D

Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: stardidi on February 10, 2012, 08:26:31 AM
So in all seriousness, when are we looking at Alex? We're past early February now!

It has been said several times here and elsewhere that the current "possible" release time would be mid feb, not the start of feb. In all likelyhood I imagine polishing may push that back even thurther. However I would glad to be wrong. The test version may come out earlier who knows.

Well everyone knows that the 15th is the foreseen release date for the preview version of 0.5, duh.   ;D  lol.

Just 5 more days...
seems a legit date, enough time to polish some things or add the mod support
but i'm going to laugh if Alex is to release it on the 14 at 23:59 :P
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Avan on February 10, 2012, 08:39:18 AM
Well, I can understand the large time-lapse between .34a and .5a, as there is a difference between a buggy alpha release and a giant mass of code that can really only be used through a debugging interface (ie, to test each interface, each system, one by one, and then slowly knit them together)

For the preview release, I don't care about polish, I just want all the updated modding functionality to be in so I can convert stuff over. That is what the preview releases were for (originally at least), hence why I think it is what is holding them up. Polish is what would hold up the actual .5a release.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Jerry on February 10, 2012, 08:52:49 AM
It's getting to be time for another blog post soon methinks, Alex! :D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Zarcon on February 10, 2012, 08:53:03 AM
seems a legit date, enough time to polish some things
but i'm going to laugh if Alex is to release it on the 14 at 23:59 :P

That would be pretty funny actually, lol!    :D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Avan on February 10, 2012, 08:54:25 AM
Actually, if the datafiles were not going to change between now and then, I would be fine with just having the data files before the preview release, since it would be merely a matter of copying the format
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: SgtAlex86 on February 10, 2012, 11:05:21 AM
and i would be fine with playing the .5 right now...  :P
but for some reason world does not work that way q.q
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on February 10, 2012, 11:31:34 AM

Ok, guys - I come bearing official news. A parley with the forces besieging Fortress Fractal, if you will :)

Aiming for Tuesday for the release (SeaBee: my apologies. Zarcon: Hah! You were one day off. Unless it ends up being one day late. Would you rather be right or get it one day early? aerandir: right on!).


Modwise: actually, 0.35a mods will be compatible with the game. There are some new data fields, but it uses benign defaults if they are not found.

I'm sure it won't get pushed back any further, but it does raise interesting issues; people are paying for an alpha, and in the old days people expected bugs and crashes and so on. With customers becoming increasingly demanding, small devs like Alex obviously now feel pressured to present these incredibly polished experiences in alpha to avoid the negative publicity of people complaining about unfinished software...but of course by definition that's what an alpha is.

That's a very interesting point. I don't know that I'd call the alphas so far "incredibly polished" (thank you, though!), but I just want to make sure the releases are playable games in their own right. I personally wouldn't want to just run some tech demo every couple of weeks, and so that's not what I want to deliver. As you point out, the perception of quality is also a consideration. I just wouldn't say that it's the main reason.

Still, it's been *far* too long since the last release. That was due to some poor planning on my part, resulting in a change of direction (and the addition of the campaign mode!). Subsequent releases should be a lot more timely.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: stardidi on February 10, 2012, 11:44:35 AM
Hey i was kinda right with my joke :P
Thanks for giving a date, now i don't have to check every hour if there has been a  update xD
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Zarcon on February 10, 2012, 11:44:41 AM
Aiming for Tuesday for the release (SeaBee: my apologies. Zarcon: Hah! You were one day off. Unless it ends up being one day late. Would you rather be right or get it one day early? aerandir: right on!).

Lol!  I'll take it a day early sir.   ;D   I'd rather be having fun than being right without the pew pews.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Icelom on February 10, 2012, 11:45:19 AM

Ok, guys - I come bearing official news. A parley with the forces besieging Fortress Fractal, if you will :)

Aiming for Tuesday for the release (SeaBee: my apologies. Zarcon: Hah! You were one day off. Unless it ends up being one day late. Would you rather be right or get it one day early? aerandir: right on!).


Modwise: actually, 0.35a mods will be compatible with the game. There are some new data fields, but it uses benign defaults if they are not found.

I'm sure it won't get pushed back any further, but it does raise interesting issues; people are paying for an alpha, and in the old days people expected bugs and crashes and so on. With customers becoming increasingly demanding, small devs like Alex obviously now feel pressured to present these incredibly polished experiences in alpha to avoid the negative publicity of people complaining about unfinished software...but of course by definition that's what an alpha is.

That's a very interesting point. I don't know that I'd call the alphas so far "incredibly polished" (thank you, though!), but I just want to make sure the releases are playable games in their own right. I personally wouldn't want to just run some tech demo every couple of weeks, and so that's not what I want to deliver. As you point out, the perception of quality is also a consideration. I just wouldn't say that it's the main reason.

Still, it's been *far* too long since the last release. That was due to some poor planning on my part, resulting in a change of direction (and the addition of the campaign mode!). Subsequent releases should be a lot more timely.

YAY, but dont feel you have to get it to us by tuesday if something comes up, personaly or game wise.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Nori on February 10, 2012, 11:49:00 AM
What? Tuesday? That is a strange day to release it, since it is valentines day.... So yeah, I'll leave it at that.  ;)  Guess I'll have to wait until the 15th anyway.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Zarcon on February 10, 2012, 11:55:46 AM
What? Tuesday? That is a strange day to release it, since it is valentines day.... So yeah, I'll leave it at that.  ;)  Guess I'll have to wait until the 15th anyway.

I have forseeeeeeeen it.  lawl.    ;)
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: eirikrr on February 10, 2012, 12:44:10 PM
as said earlyer... Starfarer, will you be my Valentine? :3

Forever alone :o but atleast I have an awsome game to play :P
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Avan on February 10, 2012, 12:57:49 PM
Well, at least its after the two midterms that I actually have to study for >.>

And since on wednesday, one of my long classes got canceled, I am going to spend the morning playing. ;D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: AdmiralMaelstrom on February 10, 2012, 01:54:24 PM
Starfarer WILL be my valentine. Yes! Blowing stuff up, conquering a solar system, my ideal Valentines day... Ehhh on second thought I should probably go talk to some girls  :D

Well, at least its after the two midterms that I actually have to study for >.>

And since on wednesday, one of my long classes got canceled, I am going to spend the morning playing. ;D

Ah midterms, I have one the day of  :(


Ok, guys - I come bearing official news. A parley with the forces besieging Fortress Fractal, if you will :)

Huge fan of this line right here.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Zarcon on February 10, 2012, 01:56:14 PM
Starfarer WILL be my valentine. Yes! Blowing stuff up, conquering a solar system, my ideal Valentines day... Ehhh on second thought I should probably go talk to some girls  :D

Ha ha!  Same here, very good point sir, lol.    :D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: eirikrr on February 10, 2012, 02:15:22 PM
:P this forum offers alot of different stuff I must say, and the posts are just wierd, but awsome :D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: SeaBee on February 10, 2012, 03:26:06 PM
That's not so bad! Now, if only I could get away with sleeping until the potential release date ...
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Hopelessnoob on February 10, 2012, 04:55:17 PM
With these developments the siege is over, However know this brave Alex shall you renege on your deal with us we will bring our wraith upon you once again and it will be fiercer this time!
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Guyver on February 10, 2012, 05:12:43 PM
finally a new release coming soon!
can't wait to test it! :D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: icepick37 on February 10, 2012, 08:01:49 PM
:P this forum offers alot of different stuff I must say, and the posts are just wierd, but awsome :D
We are an...  eclectic group one might say.

Weird is also fitting, though.  :)
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: BeanusMaximus on February 11, 2012, 04:43:01 AM
What? Tuesday? That is a strange day to release it, since it is valentines day.... So yeah, I'll leave it at that.  ;)  Guess I'll have to wait until the 15th anyway.

I have forseeeeeeeen it.  lawl.    ;)
You haz powweerrrzz xD
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: evil713 on February 11, 2012, 08:29:48 AM
quick question, do i need to delete the install of starfarer i have before i install the new version or can i install over it?
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Avan on February 11, 2012, 08:31:54 AM
you should be able to install over it
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Kilvanya on February 11, 2012, 08:51:30 AM
UNLIMITED POOOOWWWWWWAAAAAAAA!!!!!!!!!!

 ??? :P :D ;D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: BeanusMaximus on February 11, 2012, 10:33:34 AM
UNLIMITED POOOOWWWWWWAAAAAAAA!!!!!!!!!!

 ??? :P :D ;D
With "UNLIMITED POOOOWWWWWWAAAAAAAA!!!!!!!!!!" comes a huge electricity bill xD
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: si1foo on February 12, 2012, 05:21:13 AM
i think everyone will understand if it doesn't come out on tuesday   just hope your getting laid instead of releasing it alex
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: weed33 on February 12, 2012, 01:04:40 PM
Darn, looks like i'm gonna have to tell my girlfriend valentines day's cancelled... on second thoughts i'll just have to wait to play it :(
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Apophis on February 13, 2012, 02:35:51 AM
Quote from: Alex
Added individual fighter damage tracking to the campaign. Carriers and other ships with hangars speed up repairs.
Carriers don't repair instantly fighters?
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: SgtAlex86 on February 13, 2012, 05:43:19 AM
Quote from: Alex
Added individual fighter damage tracking to the campaign. Carriers and other ships with hangars speed up repairs.
Carriers don't repair instantly fighters?
would hope they can carry more wings then  ???
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Fantastic Chimni on February 13, 2012, 07:39:11 AM
You are going to make me choose between my girlfriend and this game aren't you. Well, I suppose I can always buy her the game as a valentines day gift..... Win-Win?
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on February 13, 2012, 08:58:27 AM
Quote from: Alex
Added individual fighter damage tracking to the campaign. Carriers and other ships with hangars speed up repairs.
Carriers don't repair instantly fighters?

It's pretty fast. The way I see it, carriers stockpile parts/dormant fighter hulls/etc, and that's why they're able to provide immediate replacements in combat. You can look at after-combat repairs as simulating replenishing those stockpiles. (Yeah, there's still a hole here where if the wing is repaired by a carrier in combat right before battle ends, you don't need to do repair it after - will look at that if it ends up being a problem).
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Zarcon on February 13, 2012, 09:29:01 AM
Quote from: Alex
Added individual fighter damage tracking to the campaign. Carriers and other ships with hangars speed up repairs.
Carriers don't repair instantly fighters?

It's pretty fast. The way I see it, carriers stockpile parts/dormant fighter hulls/etc, and that's why they're able to provide immediate replacements in combat. You can look at after-combat repairs as simulating replenishing those stockpiles. (Yeah, there's still a hole here where if the wing is repaired by a carrier in combat right before battle ends, you don't need to do repair it after - will look at that if it ends up being a problem).

I have a question sorta along those lines, if a ship in your fleet has an auto-repair module installed, if it gets damaged and then you send it to the rear of your fleet to repair for the rest of the battle, you have just saved yourself the repair costs you would have otherwise incurred right? 

Not a huge deal, but a cash strapped captain might be tempted to resort to these sorts of tactics if money became tight at some point.   ;D  One possible fix, would be to have in battle repairs cost a smaller amount of credits than normal, but still cost the player something to make these sort of tricks less worthwhile. 

Or players could just not be cheap and tricky, and self monitor such behavior.   :P  lol
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on February 13, 2012, 09:44:29 AM
Well, there isn't any such module just now - but yeah, the solution would be to keep track of in-combat repairs and then incur a supply cost based on that. Definitely don't want the player to artificially prolong battles just to get some free repairs in.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Zarcon on February 13, 2012, 09:59:23 AM
Well, there isn't any such module just now - but yeah, the solution would be to keep track of in-combat repairs and then incur a supply cost based on that. Definitely don't want the player to artificially prolong battles just to get some free repairs in.

Great news, but I'm a tiny bit confused about the repair module.

What about this from the main post on 0.5?

  • Ship repairs
    • Ships are repaired gradually
    • Rate is based on amount of crew (both present on the ship, and surplus crew in the fleet)
    • "Automated Repair Unit" hullmod now also affects out-of-combat repairs
    • Repairs cost supplies
    • Repairs can be suspended/resumed to manage supply use

I assume that if it now also affects out-of-combat repairs, it originally repaired in-combat?

No biggy, just trying to better understand.

Edit - Oh wait, I said module, I should have said hullmod.  My bad, that may be the source of the confusion.   ;D
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on February 13, 2012, 10:22:27 AM
What the ARU does is help bring disabled systems and engines back online faster. It doesn't actually repair damaged hull or armor in combat, but it *does* speed that up outside of combat. I can see how that was confusing, though.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Zarcon on February 13, 2012, 10:29:20 AM
What the ARU does is help bring disabled systems and engines back online faster. It doesn't actually repair damaged hull or armor in combat, but it *does* speed that up outside of combat. I can see how that was confusing, though.

Ohhhh, lol.    :D  Thanks for the clarity, sounds good.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: ollobrains on February 13, 2012, 03:46:55 PM
Now its clarified its a very good idea.  Its something that helps speed up repairs
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Avan on February 13, 2012, 03:50:33 PM
I shall be awaiting this release after my next midterm (which turns out like it will likely be the only hard midterm, as the one I had today was actually surprisingly easy)
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Dark.Revenant on February 13, 2012, 03:57:10 PM
I will not be awaiting this release at all because on Tuesdays and Wednesdays I have The Gauntlet.

What is The Gauntlet, you ask?  It's 19 hours of driving, classes, and college work mixed with short periods of game development in a 31-hour timespan.  Most of the 12 hours that are not accounted for are used for sleeping.
Title: Re: Starfarer 0.5a (In Development) - Live Patch Notes
Post by: Alex on February 13, 2012, 04:08:34 PM
Updated with latest changes - this wraps up the feature set for the release.
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Psycho Society on February 13, 2012, 04:16:08 PM
Exciting! I'm interested in the missile behavior. Will they try and intercept targets more aggressively? Previously they seemed a bit lethargic.

Crew mechanics look neat.
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Alex on February 13, 2012, 04:18:26 PM
Exciting! I'm interested in the missile behavior. Will they try and intercept targets more aggressively? Previously they seemed a bit lethargic.

A bit better about leading the target, and less wobbly. Purposefully not perfect - but for example, much easier to score a hit with a Harpoon vs a moving target than it was before.
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: stonehand on February 13, 2012, 04:24:29 PM
•Added difficulty levels (damage taken is set to HALF by default), options to show/hide various floating text
?Mission score reduced by half when playing with half damage on

what where we playing in before was it? 1/2 dmg or full dmg and is it all are ships or just the one we flying or the captial ship? (thinking of mount and blade settings)
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Alex on February 13, 2012, 04:48:02 PM
It was always full damage. Now, you can set the damage to just the ship you're piloting to half. Perhaps that's not enough of a break to call it "easy", but it's definitely "easier" :)
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Avan on February 13, 2012, 05:03:47 PM
Out of curiosity, where is the setting to change the damage ratio? (ie, under settings, or a thing on each mission, etc)
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Icelom on February 13, 2012, 05:08:21 PM
So 12:01am release (my time of course)
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Avan on February 13, 2012, 05:15:08 PM
For reference, what time is it coming out? (with respect to GMT) [If that is even known yet]
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Alex on February 13, 2012, 05:18:56 PM
Out of curiosity, where is the setting to change the damage ratio? (ie, under settings, or a thing on each mission, etc)

Settings -> Gameplay tab.

For reference, what time is it coming out? (with respect to GMT) [If that is even known yet]

When I finish testing it and doing other miscellaneous release-related things. Not quite sure.
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Kothar on February 13, 2012, 05:34:11 PM
When I finish testing it and doing other miscellaneous release-related things. Not quite sure.

Hmm, now I just have to decide if I want to stay up late in the off chance it comes out late at night Monday in my time zone...  :P
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Alex on February 13, 2012, 05:35:39 PM
Hmm. Well, it won't be until at least mid-afternoon, EST, if that makes your decision any easier :)
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Kothar on February 13, 2012, 05:45:33 PM
Hmm. Well, it won't be until at least mid-afternoon, EST, if that makes your decision any easier :)

Looks like I'll get to after I get back from work then. Thanks!
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Hopelessnoob on February 13, 2012, 05:48:23 PM
I hope its up by the time classes end.
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Avan on February 13, 2012, 06:02:01 PM
hmmm should be out then by the time I get home from my midterm
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Micromanagment on February 13, 2012, 07:40:09 PM
Cant wait for this update to come out!
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: icepick37 on February 13, 2012, 08:18:29 PM
Srsly! Paragon here I come!   :D
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Magokitsune on February 13, 2012, 08:36:38 PM
Update sounds awesome Alex, I'm wondering if we're getting a blog post about the next update and ideas of where you're heading with the next update? I'd love to hear your ideas of what's happening next with you and your brilliant team

Mago
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: si1foo on February 13, 2012, 08:54:34 PM
so arround about 5:30 pm gmt hmm i guess ill play some pokemon or something to keep me busy till then
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Cryten on February 13, 2012, 08:59:39 PM
I've a question regarding experience levels:

Firstly: how essential is it going to be? (see second questions for intention)

Secondly: How is the computer going to be affected by spawns from losses taken? In particular I want to give this example that Im worried about: In cannon fodder having high ranking troops was a great boon but it was so easy to lose troops that you rarely ever kept more then 1-2 high rankers alive and the rest of the squad where green horns.

Now I recognise that starfarer is nothing like Cannon fodder but this creates a certain scenario. I will inevitably lose vessels and men, having to replace them with green horns. I will also inflict losses on the enemy fleets. IF the enemy can resupply through spawn rules veterans faster then I can then I will encounter a bleeding dry scenario where I cannot get most of my fleet above green because they die to easily.

I hope I got my worry accross propely I fear I may not of expressed it right. Since crew ranks affect firing accuracy my fear is I could be on the bad end of the scale in a drawn out game.
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Rhyden on February 13, 2012, 09:12:46 PM
zomg zomg zomg zomg zomg, paragon battleship looks soooo sexy, can't wait for that mission, keep up the great work guys, this game is *** awesome.
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Thana on February 13, 2012, 09:39:50 PM
  • You can zoom out one more level (and zoom in one less) while piloting cruisers and capital ships
  • Improved missile guidance AI
  • aware of flanking, will try to do it if possible

Lots of goodies there, but these three sound really good!
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: moffrevenge on February 13, 2012, 11:07:42 PM
Hi, i think it was already asked, ship modding will be more complex in the 0.5?
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Keilos on February 14, 2012, 12:00:06 AM
Question: With the factions, will we be able to select a faction, or are these NPC faction's? And, will certain faction's have advantages in certain areas? For instance, could the Pirates be better at boarding/taking over a disabled ship, or something of that description? Also, really happy to see the amount of new stuff to be added, it's going to look a lot more like what (I would assume) the final product, after this patch.

Cheers, Keilos.
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Avan on February 14, 2012, 12:10:22 AM
Approximatly 12 hours till release :D
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Ishikawa on February 14, 2012, 01:28:02 AM
Awesome! Can't wait and best of all i don't have to because i got work first ::)

Sometimes that is a good thing ;)
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: varghjarta on February 14, 2012, 02:20:37 AM
Awesome! Can't wait and best of all i don't have to because i got work first ::)

Sometimes that is a good thing ;)

I was thinking the same thing, then I'm reminded I just recently took out a few days vaccation, seriously bad timing on my part! lol.. I guess I'll go work out or something..
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: weed33 on February 14, 2012, 02:44:43 AM
EST? darn, it really sucks to live in the UK right now...
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Goncyn on February 14, 2012, 06:24:25 AM
Toady won!  :o (Looking forward to playing both games today!)
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: AdmiralMaelstrom on February 14, 2012, 07:08:58 AM
Great, drill team, physical fitness assesment, and honor guard tonight starting at 5... I won't get to play it until tomorrow  :(
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: MechaLenin on February 14, 2012, 07:17:41 AM
Soooo......

Are we there yet? ;D
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: mendonca on February 14, 2012, 07:18:02 AM
Toady won!  :o (Looking forward to playing both games today!)

Ha ha! Yeah ... I probably won't get a chance to play either. I'll make sure to bring it up at dinner tonight over the light of the candle.

"Yeah, yeah. So I didn't buy you flowers, or a card. And dinner is burnt. And the paraffin from that lamp smells a bit funny. But you know what? I'm sitting here with you, the love of my life, when I COULD be simultaneously torturing Dwarves and annexing a small portion of the galaxy. And you are finding it hard to remember why you married me?"
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Zarcon on February 14, 2012, 07:50:44 AM
"Yeah, yeah. So I didn't buy you flowers, or a card. And dinner is burnt. And the paraffin from that lamp smells a bit funny. But you know what? I'm sitting here with you, the love of my life, when I COULD be simultaneously torturing Dwarves and annexing a small portion of the galaxy. And you are finding it hard to remember why you married me?"

Lol!   :D
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Avan on February 14, 2012, 07:56:01 AM
~4 hours to release (~6 hours for me, because I have a midterm first)
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Koty on February 14, 2012, 08:37:40 AM
Oh cmon i waited whole month for 0.5  :'( Cant wait longer its like 6pm already :/
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Avan on February 14, 2012, 08:39:37 AM
/me predicts his time estimates have a +-2hr error range (for the release, not for me finishing the midterm)
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: nugit on February 14, 2012, 09:04:42 AM
Release postponed for a month more.






















































joke, don't hate  ;D
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Pelly on February 14, 2012, 09:07:10 AM
Not funny :( im in GMT so it is ages away...
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Avan on February 14, 2012, 09:09:30 AM
Not like we believed that.
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: tunderstriker on February 14, 2012, 09:10:35 AM
cant wait to play it how long wil it be for it is released ?
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Zarcon on February 14, 2012, 09:15:21 AM
cant wait to play it how long wil it be for it is released ?

Welp, I figure it'll be out in about 4-6 hours.  :)
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Koty on February 14, 2012, 09:16:30 AM
In 6 hours it will be 15th of Feb here....  :'(
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: MechaLenin on February 14, 2012, 09:16:59 AM
Hey, wouldn't it be fair if GMT got it few hours earlier??  ;)
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: tunderstriker on February 14, 2012, 09:17:37 AM
In 6 hours it will be 15th of Feb here....  :'(

yeah same here :(
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: icepick37 on February 14, 2012, 09:18:23 AM
I'm sure he would post it if it was ready, haha. He's not arbitrarily delaying it.  :)
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Zarcon on February 14, 2012, 09:20:01 AM
In 6 hours it will be 15th of Feb here....  :'(

yeah same here :(

Yesssssss, my precious, I have forseen it.    ;D

I'm having too much fun with this, but I can't help it.
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Alex on February 14, 2012, 09:37:38 AM
It's out!

Blog post here (http://fractalsoftworks.com/2012/02/14/starfarer-0-5a-preview-release/).
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: tunderstriker on February 14, 2012, 09:38:20 AM
wow very nice
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Avan on February 14, 2012, 09:39:04 AM
OH SWEET  ;D
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Avan on February 14, 2012, 09:40:03 AM
Wait a second... what happened to RC1 and RC2?
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Alex on February 14, 2012, 09:41:31 AM
I've a question regarding experience levels:

Firstly: how essential is it going to be? (see second questions for intention)

Secondly: How is the computer going to be affected by spawns from losses taken? In particular I want to give this example that Im worried about: In cannon fodder having high ranking troops was a great boon but it was so easy to lose troops that you rarely ever kept more then 1-2 high rankers alive and the rest of the squad where green horns.

Now I recognise that starfarer is nothing like Cannon fodder but this creates a certain scenario. I will inevitably lose vessels and men, having to replace them with green horns. I will also inflict losses on the enemy fleets. IF the enemy can resupply through spawn rules veterans faster then I can then I will encounter a bleeding dry scenario where I cannot get most of my fleet above green because they die to easily.

I hope I got my worry accross propely I fear I may not of expressed it right. Since crew ranks affect firing accuracy my fear is I could be on the bad end of the scale in a drawn out game.

Pretty essential. As to your concern - that doesn't really come into play in this release, as the AI fleets all spawn with "regulars" which are fairly easy to get. Keeping a cadre of elite crew alive is a challenge, though, especially if you put them into the more fragile fighters. For later developments, what you're describing is certainly something to watch out for.

Wait a second... what happened to RC1 and RC2?

I found minor bugs in pre-release testing and had to fix & rebuild. "RC3" means this happened twice :)
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Koty on February 14, 2012, 09:42:00 AM
Oh awesome ! Thanks ! ;)



Edit: Played only few mins and the game is awesome the new singple player content is just amazing ! Thanks a lot !
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: dgibso29 on February 14, 2012, 09:58:48 AM
Coming off of all of 2 minutes of perusing the ship catalog, can we not buy freighters yet? Or do I simply need to go to another station? Just curious.



Game is amazing. Bought it a few days ago, and I'm rather sure it was worth more than 10$.
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Avan on February 14, 2012, 10:00:23 AM
BRILLIANT
That is all there is to say.

I shall soon get to modding in some more factions/stations/stuff to buy... after I do my no-mods bug-hunting playthrough
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: xanderh on February 14, 2012, 10:24:39 AM
AWESOME! I love how I went upstairs to eat dinner, and as soon as I was back, the update was out :)
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Kilvanya on February 14, 2012, 10:31:12 AM
I made coffee!  ;D
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Avan on February 14, 2012, 10:40:36 AM
Lol, I love how the small pirate fleets that run from my fleet of doom frigates (which are all stolen from the pirates) say "Greetings, honorable commander! We are a humble League merchant trading fleet headed for resupply. We would be honored to assist you in any way."
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Zarcon on February 14, 2012, 10:47:02 AM
Lol, I love how the small pirate fleets that run from my fleet of doom frigates (which are all stolen from the pirates) say "Greetings, honorable commander! We are a humble League merchant trading fleet headed for resupply. We would be honored to assist you in any way."

Lol!   :)  Nice.  Doom frigates, hmm, sounds fun.

*cries because of having to stay at work for 5 more hours.  :(
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: icepick37 on February 14, 2012, 10:53:25 AM
What does it mean if you're using 8.3 hangar space? It lets me do it, but slows repairs?
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Avan on February 14, 2012, 11:03:22 AM
ooh, plasma cannon is back in & nolonger buggy? cool!

Well I'm off to take midterms, will play more after ;)
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Alex on February 14, 2012, 11:05:52 AM
What does it mean if you're using 8.3 hangar space? It lets me do it, but slows repairs?

8/3. Yeah, exactly. For now, limits (such as cargo/fuel/crew capacities) aren't enforced, but hangar space is the one case where going over actually does something - slows fighter repairs.
Title: Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
Post by: Alex on February 14, 2012, 11:09:53 AM
Coming off of all of 2 minutes of perusing the ship catalog, can we not buy freighters yet? Or do I simply need to go to another station? Just curious.

Well, you can capture freighters. Of the ships you can buy, the Hound and the Venture are more freighter-y, but there's really not much use for dedicated freighters right now - which is why they aren't readily available.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Avan on February 14, 2012, 11:12:24 AM
going over cargo should result in increasingly dramatic speed drops, and going over fuel... I guess you just can't take any more, unlike cargo where you can start dumping spare weapons in the mess hall, to the detriment of the crew's eating abilities and ship's thrust/mass ratio
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Zarcon on February 14, 2012, 11:15:20 AM
going over cargo should result in increasingly dramatic speed drops, and going over fuel... I guess you just can't take any more, unlike cargo where you can start dumping spare weapons in the mess hall, to the detriment of the crew's eating abilities and ship's thrust/mass ratio

That was a super fast mid-term.   ;D
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Alex on February 14, 2012, 11:17:19 AM
going over cargo should result in increasingly dramatic speed drops, and going over fuel... I guess you just can't take any more, unlike cargo where you can start dumping spare weapons in the mess hall, to the detriment of the crew's eating abilities and ship's thrust/mass ratio

I've got a rather unusual idea for handling it - that's all I'll say about it for now :)
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Kothar on February 14, 2012, 11:21:30 AM
I've got a rather unusual idea for handling it - that's all I'll say about it for now :)

Sounds like an interesting blog post sometime in the future!
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Faiter119 on February 14, 2012, 11:43:02 AM
OMG i was so surprised when my Brawler (starting ship) engines stopped working and it started spinning. Caught me by surprise there. loving the update!
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Avan on February 14, 2012, 11:53:26 AM
ooh, starting ship is randomized? also I am outside waiting for the midterm to start
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: icepick37 on February 14, 2012, 11:55:27 AM
What does it mean if you're using 8.3 hangar space? It lets me do it, but slows repairs?

8/3. Yeah, exactly. For now, limits (such as cargo/fuel/crew capacities) aren't enforced, but hangar space is the one case where going over actually does something - slows fighter repairs.

Right. Bleh...  why did I type '.' ?

Loving this so far. I captured a condor now! Foolish pirate carrier group...  :)
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Kilvanya on February 14, 2012, 11:57:01 AM
not random for me  :-\

all i get is a *** frig w/ 2 short range low ammo guns
18th relaunch and it's been this ship every time
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Alex on February 14, 2012, 11:58:09 AM
It's definitely random - 1 of 4 possibilities.  They're all somewhat similar in power, though.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Zarcon on February 14, 2012, 11:59:21 AM
ooh, starting ship is randomized? also I am outside waiting for the midterm to start

What ship did you start with Avan?  I always kinda assumed that the Hound would be the starter ship, interesting.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Avan on February 14, 2012, 12:01:08 PM
I got a lasher in my one game so far
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: BeanusMaximus on February 14, 2012, 12:01:49 PM
not random for me  :-\

all i get is a *** frig w/ 2 short range low ammo guns
18th relaunch and it's been this ship every time
LOL! That has just made my day haha xD I haven't tried it yet, downloaded it, just not installed it :P going to try it now though
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Zarcon on February 14, 2012, 12:03:25 PM
I got a lasher in my one game so far

Nice!  Sounds like a lucky roll of fate, because I much prefer the Lasher to the Hound, no shield = ouchies.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Avan on February 14, 2012, 12:07:11 PM
yeah, I am finding it to be a great starting ship
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: hairrorist on February 14, 2012, 12:11:24 PM
Weeeehahaha!

Quick question: do you have to buy components in a 5-stack or can I buy one at a time somehow?  If you can break them down it should probably be more transparent.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Alex on February 14, 2012, 12:13:42 PM
Shift-click or shift-clock+hold-drag.

Yeah, need to mention that somewhere - probably a dialog the first time you get to the trade screen.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: hairrorist on February 14, 2012, 12:20:23 PM
Alternatively, a + / - along the top border of the item box that are clickables.  That is the most intuitive to me at least.

Also, a fuel gauge needs to be shown when traveling on the map.

I'm gonna make a thread in bugs for UI enhancements.  Not really bugs, but whatever.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Alex on February 14, 2012, 12:25:09 PM
Alternatively, a + / - along the top border of the item box that are clickables.  That is the most intuitive to me at least.

Also, a fuel gauge needs to be shown when traveling on the map.

I'm gonna make a thread in bugs for UI enhancements.  Not really bugs, but whatever.

Shift-click seems fairly commonplace, but does need to be explained.

As far as fuel, yeah, need a gauge - but it's not used right now, only for hyperspace travel. For now it's only useful to sell at the station.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: hairrorist on February 14, 2012, 12:41:04 PM
Hah, good to know!  Also, how do I capture ships?  I have marines in my cargo and I've disabled ships instead of destroying, but they always get scuttled.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Alex on February 14, 2012, 12:42:24 PM
The chance for a ship to be in good enough shape to board is fairly low - so, just win more battles and you'll get the opportunity eventually.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: AdmiralMaelstrom on February 14, 2012, 12:48:50 PM
Did I get my timezone incorrect? Super happy this came out earlier than 5:00pm my time. Downloading it now, super pumped!!  ;D
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Zarcon on February 14, 2012, 12:52:33 PM
The chance for a ship to be in good enough shape to board is fairly low - so, just win more battles and you'll get the opportunity eventually.

That makes a lot of sense to me, because when those suckers blow up they sure don't look fully ready to fly off into the sunset right away, ha ha.   ;D
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: weed33 on February 14, 2012, 12:57:36 PM
What are supplies used for? And is there any kind of penalty for carrying too much cargo or fuel?
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Alex on February 14, 2012, 01:04:23 PM
No penalty. Supplies are currently only used for repairs.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Zarcon on February 14, 2012, 01:07:20 PM
No penalty. Supplies are currently only used for repairs.

I know I really shouldn't ask questions before I get my hands on 0.5, ha ha.   ;D  But I'm curious what it currently costs to navigate around the system?  Not fuel which is used for hyperspace travel only, and apparently not supplies which are only used for repairs.  Is in system navigation currently free?  Interesting stuff.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: hairrorist on February 14, 2012, 01:07:39 PM
I may have run into a bug.  Let me know what you think Alex, and I'll send you the save file.
Right after a victory against a small pirate fleet, I move to engage one that was trying to reinforce my target.  When I engage them, I get the usual dialogue boxes asking whether I should open a comm link or attack, then whether I will command, etc.  When I zoom to the battle screen, my ship doesn't show up, and after a few seconds I get the defeat screen, saying my ship had been captured.  What might cause this?

-edit-
Some of my crew died and put me under the minimum.  That should also be featured near the fuel gauge when that makes it in.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Alex on February 14, 2012, 01:32:44 PM
Ahh, yeah. Need to handle that better. It does the right thing ultimately, but in a very roundabout and confusing way :)
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Dragon239 on February 14, 2012, 01:58:21 PM
Wow, this is great. I don't have much to say that hasn't been said, though.
I feel like the Wolf-starter is better than the Brawler (whoops), but that may be just because of my inability to aim the chainguns or control vent well, and my preference to stay at range/use advanced tech :D
Also, I like how you can't overload yourself from firing. I would always accidentally overload myself, not seeing the bar.

Edit: Oh, hey, are the Tri-Tachyon's actually attacking the orbital station by Corvus II (where you start)? They seem to fly...around it, but there are no great explosions, and eventually the hegemony fleet comes back and scares them away.
Until the hegemony fleet is weakened, that is.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: icepick37 on February 14, 2012, 02:00:16 PM
Basher? Lasher? Brawler?  ???
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: orion on February 14, 2012, 02:02:05 PM
Loving the game so far! I'm immensely pleased with the star system you've created! Its an actual solar system with a star in the middle and planets that move in circles (i'm guessing circles since ellipses are a bit over the top here) around it! I can easily see all the other features you plan on adding in the future, little tantalizing glimpses into the future!

While there are a few odd things I've noticed (things that are sure to be fixed in future updates as the game isn't finished) are that its difficult to figure out while in game what size and type hardpoints your ships have when your buying things, and what the OP is or could be based on what you're buying. Unless I've missed something (which is completely possible) I keep having to buy one or two things, leave the station, fit them on to make sure all the numbers check out, then re-dock at the station. With the small fleet I got (before losing it all in an ill chosen battle and getting stuck in a Dram class tanker) that wasn't too bad. But with a large fleet it'd be miserable!

Also, is there a way to plot a course to something off screen? The system map doesn't seem clickable and I keep mis-aiming when trying to fly across the entire system. Having to pop open the map ever few seconds gets tedious.

I hope I don't sound ungrateful. This is an amazing build! One that I look forward to seeing develop more.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Dragon239 on February 14, 2012, 02:03:06 PM
Basher? Lasher? Brawler?  ???
Hah! Meant to say Brawler. The system police/port authority security assault gunship.
Fixed that.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Alex on February 14, 2012, 02:10:00 PM
Edit: Oh, hey, are the Tri-Tachyon's actually attacking the orbital station by Corvus II (where you start)? They seem to fly...around it, but there are no great explosions, and eventually the hegemony fleet comes back and scares them away.
Until the hegemony fleet is weakened, that is.

... let's say they want to ultimately take the station over instead blowing it up.

While there are a few odd things I've noticed (things that are sure to be fixed in future updates as the game isn't finished) are that its difficult to figure out while in game what size and type hardpoints your ships have when your buying things, and what the OP is or could be based on what you're buying. Unless I've missed something (which is completely possible) I keep having to buy one or two things, leave the station, fit them on to make sure all the numbers check out, then re-dock at the station. With the small fleet I got (before losing it all in an ill chosen battle and getting stuck in a Dram class tanker) that wasn't too bad. But with a large fleet it'd be miserable!

Also, is there a way to plot a course to something off screen? The system map doesn't seem clickable and I keep mis-aiming when trying to fly across the entire system. Having to pop open the map ever few seconds gets tedious.

Both good points - added to the list. Not exactly sure what the solution to the first one would be. It's definitely an issue, but does get a little easier once you learn your ships.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: orion on February 14, 2012, 02:16:16 PM
Perhaps as a solution to the first problem you could have a something along the lines of a small codex screen pop up when in the trade screen with shortcuts to the ships you have and possibly fluff information about whatever you have selected.

Ah, also a time saving idea for the trade menu: when you have something selected and held on your cursor and click on an item in either your cargo or the station you don't switch what your holding for what is now under your mouse. What you were holding is dropped and goes into the first available slot and you're left with a free mouse to pick up what is under it now or to click elsewhere.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Avan on February 14, 2012, 02:28:20 PM
heading back home to play some more after eating pizza and defeating the exam like a buffalo2 getting its prow blasted in by my lasher
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Alex on February 14, 2012, 02:32:09 PM
Ah, also a time saving idea for the trade menu: when you have something selected and held on your cursor and click on an item in either your cargo or the station you don't switch what your holding for what is now under your mouse. What you were holding is dropped and goes into the first available slot and you're left with a free mouse to pick up what is under it now or to click elsewhere.

Right click, sort of (that puts whatever is on the mouse back where it came from). Good idea to do what you're suggesting when selling stuff, though - but maybe not when putting it in your cargo holds.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Pelly on February 14, 2012, 02:48:30 PM
Shift click to get a certain amount of things in dock.

Also Lasher class are amazing at taking down buffaloes and most other frigates, unless they are cornered by bombers or heavy fighters, so try to have some of your own or good defence guns :) :) :)
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: MidnightSun on February 14, 2012, 03:21:02 PM
Is there currently any way to "fast travel" back to the start location? I somehow managed to chase a Talon wing quite far off the map, and now can't seem to get back (literally flew for 15 minutes at max speed). Might have to restart...  :(
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: dgibso29 on February 14, 2012, 03:56:50 PM
I keep finding myself swarmed by larger fleets. I've never had more than two ships. And I often get stuck respawning amid larger fleets and dying repeatedly.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: theShadow on February 14, 2012, 05:29:22 PM
Great fun. I've been unable to amass any more than 2 ships as well, but I'm working at it.

in other news, Alex, you should get on IRC, as well as anyone else who wants to, and we can discuss the game and provide feedback there.

irc.freenode.net
#starfarer
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Henry_Spencer on February 14, 2012, 05:29:57 PM
Wow you weren't kidding when you said it was a big chunk of new data... Great stuff! I just bought the game days ago... just enough time to play all the missions and WHAM massive update. Lucky me...

Everything seems to work fine for now, I am specifically really enjoying the upgrade/customizing part of the game (I am a real sucker for that kind of stuff). Though one thing that I would like to see is a possibility to fly a ship from my fleet just for fun to check out what the improvements, new weapons, new configurations etc. do... On other more arcadish games I have played (Escape Velocity comes to mind) you could just leave the station to test out new weapons or upgrades, or new ships. Right now, as far as I know, you have to find someone to fight in order to check stuff out which is both time consuming and potentially dangerous... Testing out new ship layouts before going to battle is something I would very much enjoy...
Maybe I am missing something and you can actually do this, but I haven't figured it out yet..

Anyway... i don't want to sound too critical I am aware it's only an alpha and I do think the game is really shaping up to be a really good, in depth, replayable, immersive game. Something that is really missing from space combat games... I just wanted to give my two cents. Keep up the good work!
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: theShadow on February 14, 2012, 05:36:38 PM
actually, i do have one rather gnarly issue. when engaging in 1 on 1 combat, the AI has a tendency to be far too cautious, to the point of not even attacking at all. I have spent far too many battles where the enemy just hovers right outside of my range, and since all the ships have about the same speed, a battle that could have been over in 3 minutes ends up taking an hour or more.

This is especially annoying when piloting ships with low range, low tech weapons.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Alex on February 14, 2012, 05:41:21 PM
actually, i do have one rather gnarly issue. when engaging in 1 on 1 combat, the AI has a tendency to be far too cautious, to the point of not even attacking at all. I have spent far too many battles where the enemy just hovers right outside of my range, and since all the ships have about the same speed, a battle that could have been over in 3 minutes ends up taking an hour or more.

This is especially annoying when piloting ships with low range, low tech weapons.

Hmm. I haven't had that happen. Have you tried backing off, and then accelerating forward as it starts to follow? Also, if your ship has missiles, they can end a 1-1 very quickly. If you can point out a specific matchup of ships, I'll take a closer look.

Re: IRC - sorry, I'm not up for that right now. My head is spinning from all the things going on today :)
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Jerry on February 14, 2012, 05:56:06 PM
actually, i do have one rather gnarly issue. when engaging in 1 on 1 combat, the AI has a tendency to be far too cautious, to the point of not even attacking at all. I have spent far too many battles where the enemy just hovers right outside of my range, and since all the ships have about the same speed, a battle that could have been over in 3 minutes ends up taking an hour or more.

This is especially annoying when piloting ships with low range, low tech weapons.

Hmm. I haven't had that happen. Have you tried backing off, and then accelerating forward as it starts to follow? Also, if your ship has missiles, they can end a 1-1 very quickly. If you can point out a specific matchup of ships, I'll take a closer look.

Re: IRC - sorry, I'm not up for that right now. My head is spinning from all the things going on today :)

That's what I figured out after a couple of battles, you can trick a ship into following you by accelerating away from them, then just suddenly spin around and go straight back at them. You'll usually be able to get a couple of good bursts in.

A lot of fun so far Alex. The Only things I can think of are what other people have mentioned already, like if you go off map getting back can be an issue, as well as some kind of way to know roughly where you're going when flying around the system without having to flip to the tactical map.

Great fun! :D
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: theShadow on February 14, 2012, 06:11:43 PM
yeah, thats what I started doing, with limited success.

and the ship that is the worst about this (especially in 1 on 1) is the hound class frigate. there was one ship I had where the missiles had the same speed as the hound class, making them completely useless.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: arwan on February 14, 2012, 07:16:26 PM
i was thinking a bit about the implantation of the station store and how one could purchase things without having to undock check your ships load outs and weapon sizes. and then re dock and purchase weapons.

first off. there should be a field on weapon tool tips in the refit screen when you are selecting what weapon to use as to there size as its not abundantly clear. right now one can assume the sizes of weapons from the refit screen but unless you find out threw other means one wont know the actual size of the weapons they are installing on there hard points/turrets.

second. i think it would be a good idea to have a new interactive layer added to the purchase/sell screen of the station. it could be called something like dry dock. where you click it and you go into a "refit" type screen like we have now but instead of only using the weapons you have in your inventory now you can also purchase and directly install them into your ships. thus removing the having to undock look at hard points and turrets for sizes and weapons types for your ships and then going back to the store seeing what they have and purchasing things that way. it would also remove a player from having to potentially write notes down about how many of what kind of weapon they need to purchase etc. because they can do it all there. you could solve the confusion about what weapons you have in your cargo vs what is in the store by color coding the weapon backgrounds and adding prices under the pictures for weapons your purchasing to place in hard points/turrets from this "dry dock" screen.

on another topic. to help remove confusion when a player is looking at ships in the ship purchase screen along with listing what weapons that ship will come with i think it would be nice to list the size and amount of the hard points/turrets. that the ship has. for players that want to customize right off the bat or down the line.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Patchumz on February 14, 2012, 08:00:09 PM
actually, i do have one rather gnarly issue. when engaging in 1 on 1 combat, the AI has a tendency to be far too cautious, to the point of not even attacking at all. I have spent far too many battles where the enemy just hovers right outside of my range, and since all the ships have about the same speed, a battle that could have been over in 3 minutes ends up taking an hour or more.

This is especially annoying when piloting ships with low range, low tech weapons.

Hmm. I haven't had that happen. Have you tried backing off, and then accelerating forward as it starts to follow? Also, if your ship has missiles, they can end a 1-1 very quickly. If you can point out a specific matchup of ships, I'll take a closer look.

Re: IRC - sorry, I'm not up for that right now. My head is spinning from all the things going on today :)
I've actually had the same issue. I lost because while trying to get an NPC to engage me for 10+ minutes, I didn't notice that my other guys were getting whittled down. Which is my fault, but I could never even get to his hull. The times I could catch up for a second, I could only do minimal amounts of shield damage, then he'd get too far away. He never even hit me sitting still, that's how overly cautious they are sometimes.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Alex on February 14, 2012, 08:23:13 PM
I've actually had the same issue. I lost because while trying to get an NPC to engage me for 10+ minutes, I didn't notice that my other guys were getting whittled down. Which is my fault, but I could never even get to his hull. The times I could catch up for a second, I could only do minimal amounts of shield damage, then he'd get too far away. He never even hit me sitting still, that's how overly cautious they are sometimes.

Hmm. If it's not a 1-1, it's different - they'll try to maneuver into a good position, and if they're faster, you pretty much have to make them think they have it before they'll engage. If you think about it, that frigate did the right thing tactically - kept a stronger enemy (you) occupied while the rest of his fleet dealt with a weaker portion of yours.

One on one, though, they shouldn't be *that* cautious. Not to the point where some fancy maneuvering won't get them to screw up. Or failing that, a few missiles - the Salamander missiles are particularly good to take the zip out of the Hound-class frigates.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: icepick37 on February 14, 2012, 08:27:25 PM
It's the brawler vs lasher problem I think. I like the brawler, but it's just a hair too slow to take the wind out of a lasher. I didn't realize they were outclassed so much.  :/
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Dark.Revenant on February 14, 2012, 09:26:58 PM
I only had about a half hour to play thus far (got it in the morning before going off to a very long day at uni), and I have a few suggestions.

1. Obvious tutorials/interface usability improvements that everyone else will suggest for me
2. The starting ships are not balanced, so I suggest that different credits/supplies/crew should be given with those hulls to balance out the fact that some are better than others
3. Graphical representation of where your fleet is headed (faint line from current location to movement target, perhaps with a reticle and other stuff)
4. Easier to click on other fleets/entities, perhaps with a clicking collision radius significantly larger than the actual graphic (so you can click theu are m without pausing)
5. Changing the tabmap to show exactly where you are and where you're headed, and can be clicked and hovered over for more information, like what the station is owned by, what type of planet each one it, etc.  Being able to click on the tabmap to plot a course would be nice, too.

More to come
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Mr.FancyPants on February 14, 2012, 11:26:43 PM
Hi, i just wanted to say how awesome this game is especially now with the campaign, i mean it was amazing before but now it is just incredible, wonderful job and keep making this awesome game. ;D
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Weresmilodon on February 14, 2012, 11:44:20 PM
One thing i can't help but notice after every battle, is that the notification text, where you're told how much you earned, is the same color as the causality report, and the letters blend together. Makes it hard to see what is said.

You should probably consider either moving that text-field, or perhaps incorporating it into the post-battle screen. There's no real point in having post-battle messages separate at that point, i don't think.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: arcibalde on February 14, 2012, 11:49:49 PM
This game is PURE AWESOMNES!!!!!! None of AAA company would be able to make this kind of game. PLZ do not sell it to some big nasty company that will destroy it. Pretty please  ::)
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Cryten on February 15, 2012, 01:03:41 AM
Now that my fleet is building up Im encountering a pattern, dont know if its good or bad. I will have a  cap of the nearest point, an assualt on the middle point, my fast forward forces will arrive and only encounter 1-2 wings of bad pirate interceptors. Here my fleet will amas and the enemy will come at me in waves of 2 for frigates and cruisers. Here I will pick of each wave with the bulk of my forces (current sitting at around 59 points) and then chase down whatever capital ship is hiding at the point closest to thier spawn line.

This has happened very reguraly against carrier fleets, I still havnt taken on one of the massive Defence Fleets. I might after I refit the Surrendered Cruiser that I just aquired.

Refitting is a bit of a hassal at the moment, I think that weapons needs its own tab which is then sorter into serperate lines for Ballistic, Missile and Energy.

PS. Do you guys know of a decent medium laser I can use for sustained fire? I dont want to use the mining laser as it sounds ineffecient but the other energy types seem like the projectile types.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: MechaLenin on February 15, 2012, 01:13:56 AM

PS. Do you guys know of a decent medium laser I can use for sustained fire? I dont want to use the mining laser as it sounds ineffecient but the other energy types seem like the projectile types.
Heavy blaster is good, but pulse laser adds pew pew factor :).
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Ivaylo on February 15, 2012, 01:34:56 AM

PS. Do you guys know of a decent medium laser I can use for sustained fire? I dont want to use the mining laser as it sounds ineffecient but the other energy types seem like the projectile types.

The tactical laser is the go-to workhorse I have always liked. You can significantly boost its power with turret gyros and advanced optics.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Steven Shi on February 15, 2012, 03:26:08 AM
A few questions for the new build and apologies if the answer is already listed somewhere obvious. =P

Is there a way to travel to another system or are we limited to the starting star system in 0.5a? That FTL fuel keep hinting there's more to what I've seen so far.

Are there any penalties for going over the 'limit' in the inventory and manpower system? I seem to have more than I can carry (for example: 200/50) but the game plays just fine...

Is there a list of features contained in the 0.5a?

Thanks.

 
 
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Flare on February 15, 2012, 03:42:27 AM
Is there a way to travel to another system or are we limited to the starting star system in 0.5a? That FTL fuel keep hinting there's more to what I've seen so far.

Afraid not at the moment. It's probably best just to sell all the fuel you ever get as you don't really need it to fly around the system.

Quote
Are there any penalties for going over the 'limit' in the inventory and manpower system? I seem to have more than I can carry (for example: 200/50) but the game plays just fine...

The hangar limit doesn't seem to effect anything yet.

Quote
Is there a list of features contained in the 0.5a? 

Do you mean the one on the front page?
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: theShadow on February 15, 2012, 06:45:38 AM
look on the first page of this topic for features ;)

Also, I agree that the starting ships aren't balanced very well, especially against each other. like, say, the shuttle class vs the lasher class. the shuttle has 2 turret mounts, and starts with 2 medium range lasers that are really inaccurate, as they have to toggle between them, and have different firing arcs. the lasher has 7, with lots of flexibility in terms of what weapon is where.

the random ships is ok, but i think it kind of takes away some of the player choice that should be present. each starting ship requires a different combat style, and forces you to use that style. I found myself deleting a character and recreating it multiple times just to get a different ship.

it would be better if it would just let you pick what your starting ship is going to be during character creation, like a class based system. I would then also have it remember your choice when you die, and have that be the ship you start in, albeit stripped of personel and weapons.



Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Goncyn on February 15, 2012, 06:56:17 AM
I think the biggest impediment to fun in the current build is it's too hard to get a fight when you want one. Finding a fight is currently the only objective, so...  ;D

It's hard to find an enemy fleet. The field of view on the interactive system map is very small relative to the usual distance between objects of interest, and the TAB-map is non-interactive. This makes getting to any destination frustrating, especially considering the fact that planets orbit the star realistically (which is neat, by the way). It's even worse when you're trying to track down and engage an enemy fleet because they move quickly. You have to hit TAB, note the fleet's position relative to yours, hit TAB again, take a stab at moving your fleet in the correct direction, then wait to see if anything appears on the screen. When it doesn't, hit TAB again, note the target's new position, repeat.

A simple fix would be to make the TAB-map interactive, with at least tool tips and left-click to set course. I think a better fix would be to do away with the TAB-map entirely and allow smoothly zooming out until you can see the whole system. That would simplify the UI interactions required to get anywhere tremendously. If you are concerned about limiting information on fleet composition (currently you can only see a rough fleet size icon on the TAB-map), you could transition to displaying the simple fleet icons when zoomed out far enough on the unified map. Maybe you could introduce a sensor range and stealth mechanic in the future? It would be interesting if enemy fleet AI with weak sensors had limited information about your strength until you were right on top of them...

It's hard to catch an enemy fleet. They move quickly, and it's worse earlier in the game when the fleets you can handle are the smaller, faster ones. Preying on weaker military fleets to enrich yourself is basically impossible. (Are there pirate transport fleets at all?) At minimum, the intercept command needs to plot an actual intercept course instead of engaging in a tail-chase. I don't have any other immediate ideas for improving this except to perhaps increase the number of weak enemy fleets to provide additional targets.


Finally, an unrelated gripe, which I have already seen mentioned a few times: the station/trading UI needs to integrate the refitting screen so you can easily see your options for changing ship equipment. You could even make it so when you click on a ship hardpoint in this hypothetical in-station refit screen, the list of options would include everything the station sells that fits, too, with the price. You could make all your changes, then hit confirm to buy all the parts, similar to how trading works now. I also think the ship subsystem feature would be cooler if you had to buy or loot those parts instead of simply choosing them from a list.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: theShadow on February 15, 2012, 07:21:18 AM
something that could maybe improve the chase aspect is if ships spent less time aimlessly floating around in deep space, and actually stuck to specified paths, like trade routes between planets, and also tried to  stay in close orbit around planets when possible. this would make it easier to find prey, and also easier to predict where they are going to go. (example, there could be a shipping lane between 2 planets, and pirates set up ambushes along the trade lane, so then you can ambush them while they lie in wait. (or you can just ambush the merchants :p))

anyway, I think the addition of a persistent economy and related game mechanics will alleviate some of the frustration with trying to hunt down pirates, since it will make combat no longer the only method of acquiring wealth.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Steven Shi on February 15, 2012, 07:29:37 AM
Is there a way to travel to another system or are we limited to the starting star system in 0.5a? That FTL fuel keep hinting there's more to what I've seen so far.

Afraid not at the moment. It's probably best just to sell all the fuel you ever get as you don't really need it to fly around the system.

Quote
Are there any penalties for going over the 'limit' in the inventory and manpower system? I seem to have more than I can carry (for example: 200/50) but the game plays just fine...

The hangar limit doesn't seem to effect anything yet.

Quote
Is there a list of features contained in the 0.5a? 

Do you mean the one on the front page?


Front page patch notes seemed to indicate campaign mode with individual star systems; combine with the FTL fuel that I can't use I thought I was missing something.   =P

Thanks for the clarification.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: theShadow on February 15, 2012, 07:41:56 AM
the front page is what is planned for the final version. the patch notes for this release are on the first page of this topic.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: obo on February 15, 2012, 09:03:31 AM
Hey guys

I really like the new campain but i got a few questions: 1. Will there be a difficulty setting later on? 2. Why can i click on Asteroids and Planets? Are they planned for interactions? 3. How will be the campaign after this first "mission"? Do i have to clear this solar system or how does that work?


Btw its really hard for me to get more than 2 ships in the campain, i bought a destroyer + my starting frigate but i cant tell you how often i died. Maybe im too bad but is it possible to buy shields on the station?

Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: theShadow on February 15, 2012, 09:21:27 AM
@obo: honestly, what i started doing is saving before every combat. if things don't go well for you, reload. it takes longer, but it guarantees that when you make progress, you get to keep it.

BTW, I have a solution for the "cat and mouse" issue that happens when trying to find a battle. the main issue is that as your fleet gets bigger, it gets slower and it becomes harder to catch anyone. so here is my solution.

I propose a major change of the way the travel overlay works. instead of having 1 fleet that you control directly, I would like to see a much more RTS like approach, where you can have multiple fleets, and you control them like units in an RTS. thats how you control your single fleet now actually, so all I am asking is to be able to have multiple fleets that can be controlled as one or separately. also something to make the control system a bit clearer, such as waypoints when you select a destination.

When you enter into a battle, all of your owned ships would be available to call in, not just the ships in the fleet you used to initiate the combat. This would make the concept of your other ships being "reinforcements" make more sense, because they are ships from another fleet coming in to help.


In addition to fixing the cat and mouse issue, this will lay groundwork for much more complex gameplay strategies, allowing you to have your ships in different places doing different things at the same time. for example, you can have your mining and transport craft in one fleet, running a supply line between a base and a meteor belt, and you can have another fleet patrolling that supply line, while you have a 3, small and fast strike group hunting down pirates (which is how it solves the original issue btw)

In fact, I even foresee a slight variation of the command point system translated to the travel overlay, so you can assign tasks for various fleets, or create waypoints on the map to rally specific fleet types, build space stations, along with plateforms to defend them, etc.

bottom line, this will allow you to scale much more effectively.

BTW if this is what you have been planning on doing anyway, awesome :D
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Rymosrac on February 15, 2012, 09:52:38 AM
Just want to throw it out there that this game is fantastic.

A suggestion though, if I may:

Have you thought about changing the missile guidance AI to be lead-pursuit instead of chase-pursuit? The vast majority of modern guided missiles work that way, and it would generally improve the consistency of missile weapons.

Maybe make it one of the system upgrades available, priced a 2-3 points or something?

Just a thought.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: swang on February 15, 2012, 10:02:05 AM
Three comments:

1) On the refit screen, it'd be nice if the currently installed item has the stats displayed when you click on the mount for comparison.  Also, the type of the mount (small/med/large, energy/missile/ballistic) should be displayed.

2) given that fighters also have weapons, there probably should be a way to refit them as well.

3) on the trading screen, it'd be nice to be able to sell a ship with the "strip weapons" option...
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: icepick37 on February 15, 2012, 10:12:59 AM
Just want to throw it out there that this game is fantastic.

Have you thought about changing the missile guidance AI to be lead-pursuit instead of chase-pursuit? The vast majority of modern guided missiles work that way, and it would generally improve the consistency of missile weapons.

Yes. Yes it is.

I believe it already does.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Avan on February 15, 2012, 10:30:59 AM
Hey guys

I really like the new campain but i got a few questions: 1. Will there be a difficulty setting later on? 2. Why can i click on Asteroids and Planets? Are they planned for interactions? 3. How will be the campaign after this first "mission"? Do i have to clear this solar system or how does that work?


Btw its really hard for me to get more than 2 ships in the campain, i bought a destroyer + my starting frigate but i cant tell you how often i died. Maybe im too bad but is it possible to buy shields on the station?


There is already a difficulty setting; go to settings -> gameplay. By default, a ship piloted by the player will take half damage.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Rymosrac on February 15, 2012, 10:40:27 AM
I believe it already does.

Went back and checked, pretty much all homing missiles are chase-pursuit. The salamander MRMs obviously behave a little different, but it's still chasse-pursuit.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: icepick37 on February 15, 2012, 10:42:40 AM
They may be called chase pursuit, but they are leading the target. I know Alex has said this somewhere but can't find it.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Alex on February 15, 2012, 10:46:36 AM
I believe it already does.

Went back and checked, pretty much all homing missiles are chase-pursuit. The salamander MRMs obviously behave a little different, but it's still chasse-pursuit.

They do some target leading. It's not pure chase-pursuit - that would be *much* less effective - but the leading isn't optimal.  I don't want missile guidance to be perfect, though - there's fun to be had in both being able to dodge missiles, and in needing to time launches appropriately to ensure hits.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Rymosrac on February 15, 2012, 10:54:19 AM
Ahh, okay. Still seems like the guidance could be a bit more intelligent without becoming overpowered, or that significant guidance improvement could be worth ship slots as an upgrade. But that's just me, and I'm a missile junkie.

Anyways, thanks for the response! Love the game!
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Dark.Revenant on February 15, 2012, 11:10:18 AM
Advanced Guidance Module would be a nice 10/20/30/40-cost hull mod.  Similarly, Missile Jamming would be a nice system or hull mod to have as a counterbalance.

Obviously, the game is not complete enough for advanced missile homing to be balanced, but it would be great to see down the road.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Alex on February 15, 2012, 11:19:03 AM
Yeah, I concur - I was thinking of a mod like that myself. So, we'll see :)
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Avan on February 15, 2012, 11:35:18 AM
Won't there be a counter-missile EMP one? Or was that specifically built-into the omen?
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: arwan on February 15, 2012, 11:40:52 AM
an observation of in system speed.

so i was looking threw my fleet of ships and noting all there top travel speeds so i could see what my speed should be while moving around in the system. and it does not match what i actually do in system. right now my top (+0%) speed in system is 58 while my (+100%) speed is 115

the slowest ship in my fleet is actually 115. so going by the +0% i would assume that should be 115 while +100% i would assume should be 230.

also if the system is working like you are intending for it to work now Alex might i suggest changing the (+0%) to (50%) and the (+100%) to (100%) to be less confusing.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: icepick37 on February 15, 2012, 11:54:24 AM
You take a hit for fleet size. So it's not just the raw least speed. They are changing this, though.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Avan on February 15, 2012, 12:25:47 PM
Fleet speed is being changed to fleet moves as fast as the slowest ship; its nolonger about size.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Alex on February 15, 2012, 12:33:01 PM
It'll be the lower of two values - slowest ship's speed, OR average speed reduced by size penalty.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Thana on February 15, 2012, 01:04:10 PM
It'll be the lower of two values - slowest ship's speed, OR average speed reduced by size penalty.

This sounds like a good compromise from my "obviously haven't been able to test it" perspective.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: orion on February 15, 2012, 01:44:47 PM
Speaking of fleet sizes I was thinking about something while at work (way more interesting than actually working) and I became curious about how things will scale up to the full size game. Its a nebulous though for sure, and I know will become more clear as the game develops, but as a specific example I thought it would be really awkward (and expensive with fuel) to take a fleet like the ones we build in the game so far and go exploring. It would seem awkward to be a massive fleet of 20 ships randomly jumping to different systems in search of new worlds and new civi... wait, wrong universe, but you get the idea.

I guess the question is: how will the game handle issues like this? Will we have a place, a base if you will, to store ships and supplies that we'll come back to to pick what we want? If so, what will those ships do when at base? Or will be we able to call for ships and supplies to come to us? I'm guessing it will have something to do with the grayed out "outposts" tab in the game right now, but was wondering if someone would be able to clear it up. Will be be able to order around AI fleets loyal to us and have them fly around/between systems like the factions to now?

Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Avan on February 15, 2012, 02:09:23 PM
I believe something of that sort will make it in
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: theShadow on February 15, 2012, 02:39:42 PM
read my previous post, thats exactley the sort of thing I was talking about. (a solution for that, though mine is a bit different)
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: arwan on February 15, 2012, 05:18:21 PM
Speaking of fleet sizes I was thinking about something while at work (way more interesting than actually working) and I became curious about how things will scale up to the full size game. Its a nebulous though for sure, and I know will become more clear as the game develops, but as a specific example I thought it would be really awkward (and expensive with fuel) to take a fleet like the ones we build in the game so far and go exploring. It would seem awkward to be a massive fleet of 20 ships randomly jumping to different systems in search of new worlds and new civi... wait, wrong universe, but you get the idea.

I guess the question is: how will the game handle issues like this? Will we have a place, a base if you will, to store ships and supplies that we'll come back to to pick what we want? If so, what will those ships do when at base? Or will be we able to call for ships and supplies to come to us? I'm guessing it will have something to do with the grayed out "outposts" tab in the game right now, but was wondering if someone would be able to clear it up. Will be be able to order around AI fleets loyal to us and have them fly around/between systems like the factions to now?



going by my fleet that i have amassed so far. i will post pics.. but not in this thread as its so large it requires something like 6 screen shots. every ship has its own fuel consumption rate and every ship can carry quite a lot of fuel.. my fleet does not include any tanker ships. of which there are a few in the game you can purchase and see flying around here and there in independent fleets. that being said except for the very start of when i made my character i have not come anywhere close to filling up my fuel supply.. also just purchasing the amount of fuel to fill my supply is ridiculously expensive. personally i dont think its going to be much of a problem. especially if you keep tanker ships in your fleet when it comes to your range.

here are some numbers from my fleet.

818 fleet points.
644 hanger points.
9,615 cargo points.
12,565 fuel points.
16,065 personnel points.

fuel per light year 286 = 43.93 light years at full fuel.

green crew 547 (purchased as many of these for as long as the game had them in the station then switched to regular when the station discontinued them)
regular crew 6386
veteran crew 452 (never purchased any of these or elites)
elite crew 32 (amazingly difficult to get any crew ever trained this high i have lost 1 elite to death ever)
skeleton crew 7025

my fleet is so large that the game idle sits between 1-8%. when i start a new game its in the area of 60% or more.

if anyone is intrested in seeing what my fleet is made of im going to post some screen shots in the general discussion thread.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: orion on February 15, 2012, 06:40:48 PM
I wasn't necessarily talking about the logistics of flying around with a fleet that large. Ships can carry around enough fuel for quite a lot of traveling it seems. I was more talking about the, though I hate to use the word here, realism of it. It just seems a little odd, for example, to go flying around to explore in a massive fleet. What if you're just trying to find a good spot for a new outpost in some secure group of systems? A large fleet, or at least a fleet with any large ships, would travel very slowly compared to a small scout frigate. Even a large cruiser, alone, makes more sense for this type of exploration than a whole fleet. Hell, that is almost what the description of the Apogee class is anyway: "perfect for long-range exploration...Apogee captains are used to operating alone." If we amass a large fleet will we be forced to ignore the cannon in the codex, lol!
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Avan on February 15, 2012, 06:49:09 PM
Well, its not so much about movement speed IMO (In fact, I don't think there really should be much of a linear velocity penalty for raw fleet size at all; penalizing angular velocity/turn-rate is fine in my books)

Here is why sending a large fleet to explore is silly: its a huge investment of resources, and its only going as fast as the slowest ship (or slower, based on the planned mechanics); you can do a lot more exploring (cover more area) in a shorter amount of time with smaller fleets or single ships than you can with a single large fleet.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: orion on February 15, 2012, 07:05:24 PM
Well, its not so much about movement speed IMO (In fact, I don't think there really should be much of a linear velocity penalty for raw fleet size at all; penalizing angular velocity/turn-rate is fine in my books)

Here is why sending a large fleet to explore is silly: its a huge investment of resources, and its only going as fast as the slowest ship (or slower, based on the planned mechanics); you can do a lot more exploring (cover more area) in a shorter amount of time with smaller fleets or single ships than you can with a single large fleet.

I agree with both, though the second point you make hinges on how the larger game unfolds, e.g. will we be able to send out fleets that we own other than the one we command for exploration, trading, and fighting?
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: arwan on February 15, 2012, 07:07:09 PM
agreed. also would be nice if we had a "dry dock" where we could dump ships we didn't want to use right away and didn't want to sell" my massive fleet is massive because i have issues selling the grand prizes i had to work to capture in the first place.. there my trophies :P
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: theShadow on February 15, 2012, 07:07:40 PM
what if we could command multiple fleets at once?
relevant http://fractalsoftworks.com/forum/index.php?topic=323.msg7740#msg7740
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: orion on February 15, 2012, 07:18:03 PM
I meant in a more general sense to go with the whole "fleet commander" feel of the game, where you don't take direct control of fleets other than your own just as you don't take direct control over ships other than your flagship. Besides, I wouldn't want to have to follow who knows how many fleets around the sector to make them do what they want. I want to be able to tell the commander of a fleet "Go trade and make the organisation money" or "go explore" or "go kill those bad guys because I'm too lazy to." Same concept as the battle screen, but on the scale of the whole sector.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: arwan on February 15, 2012, 07:19:45 PM
also wanted to point out.. that while we cant modify fighters in any way. they can still lose weapons like regular ships.. and even if you lose all but 1 ship in the squad when they are fully repaired they still do not get there weapons back.

i have a few fighter wings that should have more weapons than they actually do. one was the strong torpedo bomber with the shields.. (forgot its name) only the only weapon it had was the single PD laser. and even after going back to a carrier for repair in battle did not re-acquire its torpedo.. also have a fighter wing that lost its main weapon and only has a pd laser.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: arwan on February 15, 2012, 07:23:26 PM
I meant in a more general sense to go with the whole "fleet commander" feel of the game, where you don't take direct control of fleets other than your own just as you don't take direct control over ships other than your flagship. Besides, I wouldn't want to have to follow who knows how many fleets around the sector to make them do what they want. I want to be able to tell the commander of a fleet "Go trade and make the organisation money" or "go explore" or "go kill those bad guys because I'm too lazy to." Same concept as the battle screen, but on the scale of the whole sector.

agree with this. i dont dislike the idea of multiple fleets but i also dont want to be burdened with trying to multi task flying them all around

also i dont personally agree that i should be able to reinforce a fleet with ships from a different fleet not in the battle.. from the system view when combat does happen it happens very quick.. fleets touch and bang combat is over.. i see that as time in the system view is sped up so those combats are really fast.. while when your in combat time is "normal" speed. so your fleets to me anyway.. would never be able to reach you in time to help anyway unless they were exceedingly close together before combat happened.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: YanYang on February 16, 2012, 01:55:38 PM
Hmm, tried downloading the new version, one on website is corrupted according to my laptop and my download password has been blocked, is there any other way that I can download the new version?
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Dark.Revenant on February 16, 2012, 01:57:03 PM
Hmm, tried downloading the new version, one on website is corrupted according to my laptop and my download password has been blocked, is there any other way that I can download the new version?

You could first try removing the malware from your computer.  That kind of situation is definitely not normal.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: AdmiralMaelstrom on February 16, 2012, 08:42:17 PM
Just wanted to say, got done playing about four hours of this game. Well worth the $10 I paid.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Koty on February 17, 2012, 06:45:58 AM
After playing 0.5 for like 5-6 hours, i realised my fleet is huge and i have over caped some storage/fuel stuff, and that im moving at 62 points.... I wonder is there any way how to be faster, my main ship is slow as *** even in battles and in space its like terrible, i cant even catch a god damm orbital station...
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Avan on February 17, 2012, 08:20:58 AM
Slow in battles means your ships just have sucky engines

Slow as a fleet means your fleet is just really big and thus suffering heavily from the current speed algorithms which have been changed for the next release.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: YanYang on February 17, 2012, 08:49:07 AM
Hmm, tried downloading the new version, one on website is corrupted according to my laptop and my download password has been blocked, is there any other way that I can download the new version?

You could first try removing the malware from your computer.  That kind of situation is definitely not normal.
But I have Symantec Endpoint protection, and I'm pretty sure I haven't downloaded anything lately, but I'll see if there is. Thanks for responding
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Avan on February 17, 2012, 09:42:29 AM
AVs dont catch everything you know.  ;)
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Alex on February 17, 2012, 11:40:08 AM
Hmm, tried downloading the new version, one on website is corrupted according to my laptop and my download password has been blocked, is there any other way that I can download the new version?

You could first try removing the malware from your computer.  That kind of situation is definitely not normal.
But I have Symantec Endpoint protection, and I'm pretty sure I haven't downloaded anything lately, but I'll see if there is. Thanks for responding

Tried the version off the website just to make sure and it worked fine for me. So, not sure what's going wrong here (but malware, or some other system malfunction seems like a possibility...). I'm guessing if this was a problem with the actual build I'd have heard about it by now :)
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: obo on February 17, 2012, 12:25:55 PM
So the longer i play the campaign mode, the more items/ships the npc deliver to the station? Is it possible to fly every available ship in the campaign? want to try a big carrier like the atlas.  ;D
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: AdmiralMaelstrom on February 17, 2012, 12:31:10 PM
So the longer i play the campaign mode, the more items/ships the npc deliver to the station? Is it possible to fly every available ship in the campaign? want to try a big carrier like the atlas.  ;D

Yes your fleet gets HUGE! Eventually... Just make sure you save often. Plus you can also capture/board ships... Ive never had an NPC deliver at Atlas class carrier though, or a Paragon Battleship.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: obo on February 17, 2012, 12:39:26 PM
So the longer i play the campaign mode, the more items/ships the npc deliver to the station? Is it possible to fly every available ship in the campaign? want to try a big carrier like the atlas.  ;D

Yes your fleet gets HUGE! Eventually... Just make sure you save often. Plus you can also capture/board ships... Ive never had an NPC deliver at Atlas class carrier though, or a Paragon Battleship.

Well i played a while and already got the onslought battleship and i saw a new ship design at the capital ship tab on the station but i forgot which ship it was.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: ClosetGoth on February 17, 2012, 12:49:13 PM
Astrals and Atlases will show up there as well.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: StickyNavels on February 18, 2012, 01:21:58 AM
I'm really loving this game! It's incredibly impressive for a title in its alpha state.

I'm curious about the unpredictability of battles, though. At the moment, it's difficult to judge when it's "worth it" to engage an enemy. If some of my ships get destroyed but I can board and acquire a better vessel, that's fine. But boarding seems a bit random?

Small fleets are too fast to catch and letting big fleets attack might result in a Pyrrhic victory (for the player). Which leads to reloading the battle until you get a worthwhile outcome.

Are there some obvious mechanics governing the boarding of ships that I've missed?
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Icelom on February 18, 2012, 11:25:37 AM
I'm really loving this game! It's incredibly impressive for a title in its alpha state.

I'm curious about the unpredictability of battles, though. At the moment, it's difficult to judge when it's "worth it" to engage an enemy. If some of my ships get destroyed but I can board and acquire a better vessel, that's fine. But boarding seems a bit random?

Small fleets are too fast to catch and letting big fleets attack might result in a Pyrrhic victory (for the player). Which leads to reloading the battle until you get a worthwhile outcome.

Are there some obvious mechanics governing the boarding of ships that I've missed?

If you win the battle and the other team has undeployed ships they can be boarded, so big fights againts big armies often you can board quite a few ships. Make sure you take and hold the control points so they cant get there ships deployed. I boarded 7 ships including 2x onslaugts in one battle.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: arwan on February 18, 2012, 01:14:30 PM
TB made another WTF is for the game just for the campaign mode.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: AdmiralMaelstrom on February 18, 2012, 01:40:59 PM
Mmmmm, Im going to watch that right now, LOVE TB
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Kahabut on February 18, 2012, 10:32:19 PM
I meant in a more general sense to go with the whole "fleet commander" feel of the game, where you don't take direct control of fleets other than your own just as you don't take direct control over ships other than your flagship. Besides, I wouldn't want to have to follow who knows how many fleets around the sector to make them do what they want. I want to be able to tell the commander of a fleet "Go trade and make the organisation money" or "go explore" or "go kill those bad guys because I'm too lazy to." Same concept as the battle screen, but on the scale of the whole sector.

agree with this. i dont dislike the idea of multiple fleets but i also dont want to be burdened with trying to multi task flying them all around

also i dont personally agree that i should be able to reinforce a fleet with ships from a different fleet not in the battle.. from the system view when combat does happen it happens very quick.. fleets touch and bang combat is over.. i see that as time in the system view is sped up so those combats are really fast.. while when your in combat time is "normal" speed. so your fleets to me anyway.. would never be able to reach you in time to help anyway unless they were exceedingly close together before combat happened.

I'd like to see something in a different direction.  As it stands you have a single fleet.  What you need is a way to send out faster or heavier ships to flank/corral/whatever the enemy.  I see this is a task force.  IE: a smaller portion of your fleet in the form of a wing, that can be assigned specific goals independent of the main fleet.  This way you could have an interceptor fleet made up of smaller faster ships that you could assign to run down that small fleet you've been chasing for 20 days.  Or you could have a detachment specifically for trade operations (when they exist) or planetary (bombarding, colonizing, whatever).  If the player controls this detachment directly isn't really important to me, so :shrug:. 

In any case, I see a direct need for some fleet organization that goes beyond the current interface.  I'd really like to be able to assign ships to wings/squads and issue orders to the group.  Like a couple of PD ships assigned to escort.  Although I do understand this doesn't really fit directly with the current system. 
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Kahabut on February 18, 2012, 10:33:17 PM
Also, this game is absolutely excellent!  Thank you Alex. 

I can't wait to see what else you come up with. 
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: TomyFreidz on February 19, 2012, 03:04:13 AM
TB is the reason i bought the game !! and the game is amazing, i find it a bit hard but lol xD
Great work guys!
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: YanYang on February 19, 2012, 10:32:46 AM
Hmm, tried downloading the new version, one on website is corrupted according to my laptop and my download password has been blocked, is there any other way that I can download the new version?

You could first try removing the malware from your computer.  That kind of situation is definitely not normal.
But I have Symantec Endpoint protection, and I'm pretty sure I haven't downloaded anything lately, but I'll see if there is. Thanks for responding

Tried the version off the website just to make sure and it worked fine for me. So, not sure what's going wrong here (but malware, or some other system malfunction seems like a possibility...). I'm guessing if this was a problem with the actual build I'd have heard about it by now :)

Okay, got it working now, did a quick scan but all that was there was a trackware, which I'm pretty sure couldn't have screwed it up, but it works now so meh, thanks for the suggestion :D
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: CaptainCato on February 20, 2012, 04:23:19 AM
I bought this game a couple of days ago, I ahve been playing it for god knows how many hours. I enjoyed the hell out of it and I think it is  very good game. But now I just joined and pressed "  Continue " to continue my campaign, and it said " Error loading saved game. See starfarer.log for details. " And I have no idea what happened. I am pretty mad because I worked hard on my fleet and my save is gone....
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Avan on February 20, 2012, 07:17:22 AM
Make a bug report thread. the savegame is an xml file, so you could possibly edit it. also, the game keeps a backup of the most recent save
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: DNAz on February 20, 2012, 04:14:05 PM
Make a bug report thread. the savegame is an xml file, so you could possibly edit it. also, the game keeps a backup of the most recent save
Opening the save game files seem to crash the game every time I press load game. Have to delete the save game folder and re install.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Avan on February 20, 2012, 04:15:35 PM
no, you edit it with a text editor.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Psycho Society on February 20, 2012, 05:33:29 PM
Does the station ever restock ships? I see that it restocks goods and personnel, but I haven't seen any new ships arrive.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Avan on February 20, 2012, 05:34:38 PM
I think its glitched. (it sort of does)
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Alex on February 20, 2012, 05:41:28 PM
It does, it's just random and not very often. Every time the Hegemony convoy arrives, it has a good chance to bring a few ships or fighter wings.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: RawCode on February 20, 2012, 06:48:15 PM
50% chance for wing and slim chance for ships.

ps. any way to define fleets directly from code? datafiles are fine, but api lack this extremely usefull ability. (i want to fill world with random single ship fleets just to test hull against each other.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Alex on February 20, 2012, 07:15:37 PM
ps. any way to define fleets directly from code? datafiles are fine, but api lack this extremely usefull ability. (i want to fill world with random single ship fleets just to test hull against each other.

Not right now - but if you want to do that, take a look at the "merc1" fleet from independent.faction. It does just what you want - a random single-ship fleet.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Avan on February 20, 2012, 07:23:17 PM
Is there any function to retrieve an arbitrary variant?
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Alex on February 20, 2012, 07:36:37 PM
Nope. There's no API for doing anything with a variant at this point, anyway.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Levik on February 21, 2012, 09:39:52 AM
When a new version?
What are you working on now?
thank you
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Kilvanya on February 21, 2012, 10:05:48 AM
Quick question:

I was showing a friend starfarer and some of the ships I had made that i'd put in,
copied the entire thing, but when loaded on his machine (Both are macs) it started
throwing missing ships, weapons, and random files as missing.

Not to sure what I did.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: mendonca on February 21, 2012, 10:13:36 AM
When a new version?
What are you working on now?
thank you

From the nearby thread:

Is there going to be another blog post soon? I'm a real sucker for concept art and lore....

Been too busy with bugfixing and getting the next "maintenance" release ready. Have a couple of things I want to write about, but... :)
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: ClosetGoth on February 21, 2012, 03:39:10 PM
Now, I have been one in the past to beg for a hotfix release, but this time, I would like to ask a serious "why?"

I understand that there may be numerous reasons for not releasing patched versions within a couple of days, but it would ease my anxious waiting to know them.

Is it that you can't/don't wish to support mass frequent downloads?
Is it that you have made other changes, and don't have a version that is just a patched 0.5a?
Is it that you are not finished with the patches?
Is it that you are near to releasing another version anyway? (one can hope!)
(Is it that you love to torture the anxious people?) :P

I will just close by saying that I fully respect the unknown-to-me reasons for not releasing a patch version.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Alex on February 21, 2012, 04:21:22 PM
Now, I have been one in the past to beg for a hotfix release, but this time, I would like to ask a serious "why?"

It depends on what you mean by "hotfix". To me it means a release within a day or two to address game-breaking issues. Something like a random and frequent crash, for example, would qualify.

What I'm aiming to do now is make a release within a week (or two, on the outside) - with a bunch of bug fixes and some feature improvements. Since I'm in the middle of some of those right now, yeah, it'd be something of a pain to cut a build (before someone chimes in about code branching - I'm familiar) - but more importantly, I don't think there's anything that can't wait a week or so.

Plus, I do so love "torturing the anxious people" :)
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: ClosetGoth on February 21, 2012, 04:55:12 PM
Thank you so much! I am satisfied now, as I don't feel left in a nebula about the state of development.  ;D
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: cromejr on February 22, 2012, 01:24:09 PM
Hi, bought the game a few days ago and never stopped playing it since than. I'm looking forward for the next version, hopefully adding some new stuff to the campaign.
The main reason for the post though is in fact a problem i noticed when you battle an opponent that has only one tipe of ship in its composition being frigate/fighter or whatever and although my army is maxed out if i let my second in command lead the battle 70% of the time they escape...which in my book is impossible since they only have one craft and i have loads...and if i decide to battle it out my self and just hit "search and destroy" they are dead 100% of the time...so i was wondering what is the ai behaviour when i let him battle it out that he manages to let the opponent escape 70% of the time?

All the best and i hope you don't get offended by this, i really respect your work and looking forward to see what you will implement next :)
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Alex on February 22, 2012, 01:27:41 PM
Not offended at all, of course :) Thanks for pointing it out - it actually came up a little while ago, and is on my list of things to fix.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Steven Shi on February 24, 2012, 04:34:06 AM
Hi Alex, I got the game a few weeks before the 0.5a patch so I'm just curious how often new version of Starfarer gets patched. Is it a monthly thing or whenever you feel the new content warrants an update? 
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Thana on February 24, 2012, 04:42:31 AM
There's no regular schedule, though I do recall him saying early this week that he's expecting the next version to be out in about a week. But yeah, basically whenever he feels like it's a good time to release the changes he's worked on. (The previous one was last September, though I don't expect to see such big waits anymore!)
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Kahabut on February 24, 2012, 02:20:32 PM
Now, I have been one in the past to beg for a hotfix release, but this time, I would like to ask a serious "why?"

It depends on what you mean by "hotfix". To me it means a release within a day or two to address game-breaking issues. Something like a random and frequent crash, for example, would qualify.

What I'm aiming to do now is make a release within a week (or two, on the outside) - with a bunch of bug fixes and some feature improvements. Since I'm in the middle of some of those right now, yeah, it'd be something of a pain to cut a build (before someone chimes in about code branching - I'm familiar) - but more importantly, I don't think there's anything that can't wait a week or so.

Plus, I do so love "torturing the anxious people" :)

*snicker* 

I was hoping to hear something about a revised release in the near future, I didn't expect anything so quickly.  Glad news. 

BTW: Truly excellent concept and so far the implementation is brilliant.  I can't wait to see the whole thing.  Any chance of some MOO2 style phase shields / time distortion devices?  :)

Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: arwan on February 24, 2012, 09:58:50 PM
oh god LOL we dont need a uber my one doom star can kill your fleet of doom stars load outs LOL..

Phasing Cloak
Stellar Converter
Doom Star Construction
Megafluxers
Subspace Teleporter
Time Warp Facilitator

what you get. 100% invisibility for up to 10 turns (if you never fire weapons, takes 1 turn of not shooting to go back into cloak for 10 more turns)
a weapon that can not miss and envelops target
largest ship in the game
25% more space for more stuff
teleport on battle screen up to 18 squares before your ship actually moves
and a free second turn.. ( to move and NOT shoot to go back to 100% cloak.)

your turn you move and fire (preferably all the while staying far far out of the other sides range. with the stellar converters unlimited range) then the second turn from time warp facilitator you move again and not fire. and re cloak rinse repeat until entire other side is obliterated. you can successfully annihilate any computer opponent without ever being shot at like this.. they wont even move because your invisible.

anyway me and my friend used to play this game a heck of a lot... and when we did hot seat play (lan play was just to slow) we always agreed to not use this setup if we fought each other LOL other wise it just turned into a waiting game.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Avan on February 24, 2012, 10:11:16 PM
... uh... what?
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Zarcon on February 24, 2012, 10:15:15 PM
... uh... what?

Excellent question sir.   ;D
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: arwan on February 24, 2012, 10:21:16 PM
its in response to kahabut. referencing MOO2 (master of orion 2) and phase shields / time distortion devices

if you play MOO2 and really pay attention to what some of the research does you come out with what i had posted as the best ship load out in the game. something im sure other people have figured out at some point or another (though only me and one other friend of mine ever figured it out and we refused to tell anyone else LOL)

essentially i dont think the game needs that kind of crazy power in combat LOL.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Thana on February 25, 2012, 01:02:20 AM
its in response to kahabut. referencing MOO2 (master of orion 2) and phase shields / time distortion devices

if you play MOO2 and really pay attention to what some of the research does you come out with what i had posted as the best ship load out in the game. something im sure other people have figured out at some point or another (though only me and one other friend of mine ever figured it out and we refused to tell anyone else LOL)

essentially i dont think the game needs that kind of crazy power in combat LOL.

It's apparently an extremely well-known game-breaker combo. I think we can be pretty safe in assuming that Alex doesn't intend to implement 100% invulnerability into the game.

(Although I have begun to think that the Tri-Tachyon ships may be too much better than the others.)
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Ivaylo on February 25, 2012, 08:05:35 AM
oh god LOL we dont need a uber my one doom star can kill your fleet of doom stars load outs LOL..

Phasing Cloak
Stellar Converter
Doom Star Construction
Megafluxers
Subspace Teleporter
Time Warp Facilitator

what you get. 100% invisibility for up to 10 turns (if you never fire weapons, takes 1 turn of not shooting to go back into cloak for 10 more turns)
a weapon that can not miss and envelops target
largest ship in the game
25% more space for more stuff
teleport on battle screen up to 18 squares before your ship actually moves
and a free second turn.. ( to move and NOT shoot to go back to 100% cloak.)

your turn you move and fire (preferably all the while staying far far out of the other sides range. with the stellar converters unlimited range) then the second turn from time warp facilitator you move again and not fire. and re cloak rinse repeat until entire other side is obliterated. you can successfully annihilate any computer opponent without ever being shot at like this.. they wont even move because your invisible.

anyway me and my friend used to play this game a heck of a lot... and when we did hot seat play (lan play was just to slow) we always agreed to not use this setup if we fought each other LOL other wise it just turned into a waiting game.


No Hyper-X Capacitors??
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Avan on February 25, 2012, 08:41:03 AM
Ah ok, haven't played MOO2 so I wouldn't know.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: arwan on February 25, 2012, 09:22:58 AM
its been a while.. LOL i would have figured it out if i was in the game

DOH!!
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Surveyor on February 25, 2012, 10:10:02 AM
Ah ok, haven't played MOO2 so I wouldn't know.

Was a great game back then and can hold it'S own against some newer. MOO2 was so awesome, I whis MOO3 would never have happened :(
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Alex on February 25, 2012, 10:31:06 AM
I whis MOO3 would never have happened :(

What is this MOO3 you speak of?
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: arwan on February 25, 2012, 10:36:32 AM
exactly.. if MOO2 is pure gold then MOO3 is pure dog [censored]... ... ... exactly.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: SgtAlex86 on February 26, 2012, 03:58:12 AM
I whis MOO3 would never have happened :(

What is this MOO3 you speak of?
stop giving alex ideas how to spend his time... (besides slaving away at new features for the masses...)
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: xanderh on February 26, 2012, 07:54:30 AM
I whis MOO3 would never have happened :(

What is this MOO3 you speak of?
stop giving alex ideas how to spend his time... (besides slaving away at new features for the masses...)

MOO3 was so bad that Alex wont acknowledge its existence. At least, that's how I'm interpreting his comment ;)
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: stonehand on February 26, 2012, 08:55:14 AM
not sure if i just unlucky but i was killing a cap(the biggest 1, 25 pointer forgot the name) ship with 8 medussa most with almost no dmg and it blowup killing 6 of them is there any ai on ships to get them to turn on there shields for enemy ships about to blowing up? what it looked like was the enemy ship vented all my ships dropped there shields becuase they thought it wasnt a threat then it died killing them becuase they had no shields. What i think should of happened was it dies my ships are smart enough to c it comming and raise shield all live but some are now overloaded form taking the blast. Thats just what i think should happen its annoying to be so heavyly winning and then killing it cuase more dmg then it ever could.

edit: ty Avan must have missed that post
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Avan on February 26, 2012, 09:25:00 AM
That behavior got fixed for the next release IIRC
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Iscariot on February 26, 2012, 12:22:48 PM


(Although I have begun to think that the Tri-Tachyon ships may be too much better than the others.)

There are useful midline and low tech ships, but I do agree that there are a few EXTREMELY good Tri-Tachyon ships, with not really any midline or low tech ships that approach those highs.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: ClosetGoth on February 26, 2012, 01:31:18 PM
On the topic of ship balancing and AI, the Hound definitely could benefit from better AI control. Even when I am using something terrible like a Dram, the AI runs around me in circles before running away. Even if I am using a Hound with no guns, it barely shoots its main gun at me before turning tail, and I rarely if ever see the dual MG fire.

Also, Pirana Bombers are definitely MUCH better than their fleet point and monetary cost would indicate. The bombs TEAR through medium or larger ships, and the swarmer launchers pose a considerable threat to even the fastest of frigates. IMO, they shouldn't be able to spam swarmers for extended periods of time, like they currently do. I know that is an issue with swarmers themselves, but maybe we could have a not-as-spammable version (like, burst fire and long reload), or a GREATLY increased cost for Pirana Bombers.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Psycho Society on February 26, 2012, 01:33:15 PM


There are useful midline and low tech ships, but I do agree that there are a few EXTREMELY good Tri-Tachyon ships, with not really any midline or low tech ships that approach those highs.

It makes sense that higher tech ships would be better, however I think it's odd that tri tachyon has a complete monopoly on all of those. Instead of dumping all early epoch ships into one faction and all late epoch ships into another, it might be more prudent give each a greater degree of flexibility with their fleets. While hegemony would use large numbers of low tech ship for the bulk of their forces, they might still field mid line and better ships when they get their hands on them. And the tri tachyon, though having a disposition to use lower numbers of high tech ships, might occasionally use lesser ships to fill a gap in their ranks.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Iscariot on February 26, 2012, 01:50:58 PM
Alex has stated that 'high tech' is not really 'high tech' so much as it is a selection of the best ships from a relatively late epoch of the Domain.

Personally, I think the idea of an old-ass ship, based on old-ass naval concepts that everyone has forgotten about and therefore has forgotten how to counter, would be really cool. And there is some evidence that that kind of exists.

Let me explain: Kinetics are really good against shields, and high tech ships depend highly upon shields for protection. Midline ships are armed with a combination of energy, missiles, and kinetics, so high tech ships, which have fantastic shields, nullify about a third of their firepower. Low tech ships, on the other hand, have crap for shields but have miles of armor to protect themselves, and are armed exclusively with kinetics and missiles, which means that none of their offensive armament is properly countered by high tech ships, and their protection is well suited to defending against energy attacks.

The problem is that the ship frames themselves are too slow in the low tech arena for that to really be the case in anything other than the Onslaught and maybe the Dominator.

I just think low tech ships are cool, and I'd like to see more cool low tech ships that are also not the Hound.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Thana on February 26, 2012, 11:50:03 PM
Low tech ships, on the other hand, have crap for shields but have miles of armor to protect themselves, and are armed exclusively with kinetics and missiles, which means that none of their offensive armament is properly countered by high tech ships, and their protection is well suited to defending against energy attacks.

That's not how it works. Shields work best against high explosive (which almost all missiles are) damage, energy damage is the jack-of-all-trades damage type. Thus, high-tech ships (whose damage prevention capabilities tend to be heavily shield-based) are optimised to block fully half - counted the way you do - of the low-tech ships' weaponry, and the long-ranged half at that.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Flare on February 27, 2012, 02:09:13 AM
I don't think he mentioned missiles to be used against shields rather, it is the kinetics that are meant to damage shields. The missiles are for damaging the hull once the shields are downed by the kinetics.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Thana on February 27, 2012, 02:24:41 AM
I don't think he mentioned missiles to be used against shields rather, it is the kinetics that are meant to damage shields. The missiles are for damaging the hull once the shields are downed by the kinetics.

Maybe so, but "none of their offensive armament is properly countered by high tech ships" seems to imply that missiles are somehow uniquely effective against high-tech ships, when in practice the truth is the opposite.

P.S. Have I ever told you how much I like seeing your sig?  ;D
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Iscariot on February 27, 2012, 02:43:09 AM
I meant to say that it COULD work that way. Also that guns, be they energy or kinetics, tend to be the primary armament of Starfarer's warships. But yeah, fair enough.

To explain with an analogy the possible dichotomy I think would be interesting, consider someone using a longsword against a man in a modern plate carrier-- the plate carrier has a heavy ceramic plate over the man's vitals, but it isn't made for that kind of combat, and would offer little protection. It  doesn't work perfectly, of course. The modern soldier would have a rifle, which would drastically even the odds at even ten meters' distance, but I am talking about high tech shields versus cannons here.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: ShinySpoons on February 27, 2012, 03:47:00 PM
Perhaps a more realistic rendition of Iscariots metaphor is the use of knives against modern body armour. Your average soldier isn't going to knife somebody but your special forces occasionally will. So there is a bit of a strange reversal. The highly trained soldier using low tech weapons to defeat high tech defenses. The concepts already in Starfarer, I'd like to see it more fleshed out possibly.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Iscariot on February 27, 2012, 04:25:06 PM
What's wrong with the longsword? Longswords are cool! And antiquated.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Dante80 on February 27, 2012, 08:43:34 PM
What's wrong with the longsword? Longswords are cool! And antiquated.

http://www.youtube.com/watch?v=9KwMK78idpA

 ;D

I think a slightly better analogy would be a marine with a saiga shotgun shooting slugs against a trio of english yeomen with ash longbows and bodkin arrows.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Iscariot on February 27, 2012, 08:48:23 PM
No, because I was specifically talking about the interplay between defensive systems and offensive weapons.

http://www.youtube.com/watch?v=3v4j3mvrDyQ

A plate carrier will not stop that kind of damage. It is designed for a different era of warfare, after all. That's what I'm trying to say, with high tech ships not necessarily being 'better'. High tech ships would be designed to deal with the weapons around at their inception, and may not necessarily be prepared to deal with a more 'barbaric' weapon system.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Ishman on February 28, 2012, 06:52:08 AM
Ceramic plate inserts in body armor is actually a bad analogy here, the better one would be Kevlar easily stopping high velocity small caliber rounds, but a knife slips easily through the weave.

One of the purported features of ceramic body armor is that it is largely impervious to bladed weapons.

http://en.wikipedia.org/wiki/Ceramic_plate (http://en.wikipedia.org/wiki/Ceramic_plate)
http://en.wikipedia.org/wiki/Ballistic_vest#Stab_armor_and_combination_stab-ballistic_armor (http://en.wikipedia.org/wiki/Ballistic_vest#Stab_armor_and_combination_stab-ballistic_armor)

And I've gotta agree with Iscariot, if you defend your ship from smart guided munitions by using ECM and Spoofing/Overloading the sensors of a missile, you'll be wholly unprepared to deal with  dumbfire artillery.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Thana on February 28, 2012, 07:23:04 AM
On the other hand, that sort of "I never thought someone would throw fast-moving ballistic projectiles at me!" thinking from high-tech ship designers doesn't really make sense in the Starfarer context for several reasons. Firstly, and more importantly, low-tech ships are all around so building ships that can't handle the most common sort of threat around but cost much more is kind of implausible. Secondly, the division between high-tech and low-tech ships isn't an inflexible one. Many high-tech ships use kinetic weapons themselves so they have something to efficiently take down enemy shields, whereas nothing's preventing the Hegemony from arming an Onslaught with the most advanced weapons they can get their hands on. The ships themselves are relatively limited to their original blueprints but even they can be customised through hull mods.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Dante80 on February 28, 2012, 09:49:32 AM
No, because I was specifically talking about the interplay between defensive systems and offensive weapons.

http://www.youtube.com/watch?v=3v4j3mvrDyQ

A plate carrier will not stop that kind of damage. It is designed for a different era of warfare, after all. That's what I'm trying to say, with high tech ships not necessarily being 'better'. High tech ships would be designed to deal with the weapons around at their inception, and may not necessarily be prepared to deal with a more 'barbaric' weapon system.

Actually I think I am on the same page as you on this, just posted the video for giggles...^^

Regarding the analogy I gave, I was also thinking about the interplay between shields and kinetic projectiles from a different tech era. I used the bodkin arrow instead of a one-and-a-half sword for 2 reasons.

1. Its a projectile made to defeat mail armor.
2. Its far more efficient in its role than the sword ever was (swords were considered secondary weapons at the time, and were definitely not as suitable as other contemporary weapons at thrusting/piercing against mail, like lances/halberds or bodkin arrows. I could go on as I love the subject - and own a good Brescia Spadona replica that was put to the test against arrows to prove that point - but we are getting off topic). C:

To get back to the analogy. The three longbowmen represent a ship that has a good amount of armor (three bodies) and shoots slow projectiles that were made to defeat the armor of that time. The marine represents a ship with worse armor (one body), a better shield (bulletproof vest) and a fast weapon made for the modern battlefield.

The bodkin arrow was never produced to defeat bulletproof type IIIa ceramic plate armor. But a shot from one or two can definitely break the plate just by force, making the third arrow lethal. 

So..in retrospect. There is no reason why dumbfire artillery cannot be lethal to a top notch defense system.

To give another analogy. Take a Ticonderoga AEGIS cruiser and pit it against a WWI super-dreadnought like the Queen Elizabeth at a range of 20k yards.

I don't know about you, but I consider this a hard fight for the both of them...^^

ps: sorry for my bad english, and salutations from sunny Greece...C:
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: weed33 on February 28, 2012, 09:57:14 AM
the better one would be Kevlar easily stopping high velocity small caliber rounds, but a knife slips easily through the weave.

Kevlar can stop knives too, it's just more effective against ballistics.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Iscariot on February 28, 2012, 10:35:53 AM
Ceramic plate inserts in body armor is actually a bad analogy here, the better one would be Kevlar easily stopping high velocity small caliber rounds, but a knife slips easily through the weave.

One of the purported features of ceramic body armor is that it is largely impervious to bladed weapons.

http://en.wikipedia.org/wiki/Ceramic_plate (http://en.wikipedia.org/wiki/Ceramic_plate)
http://en.wikipedia.org/wiki/Ballistic_vest#Stab_armor_and_combination_stab-ballistic_armor (http://en.wikipedia.org/wiki/Ballistic_vest#Stab_armor_and_combination_stab-ballistic_armor)

And I've gotta agree with Iscariot, if you defend your ship from smart guided munitions by using ECM and Spoofing/Overloading the sensors of a missile, you'll be wholly unprepared to deal with  dumbfire artillery.

Stopping the blow isn't the issue, coverage is.

Late Medieval plate harness is shaped in a certain way to deflect blows away from the body, away from the neck. A plate carrier is a last line of defense against gunfire, designed largely to catch shrapnel, and designed to stop rifle rounds from only the most vital blows. The plate carrier is designed with the idea that the soldier in question can be casevac'd. Plate harness is not.

Which is why I used it versus the bodkin analogy. Arrows can't really be aimed at specific parts of the body at the ranges they're generally employed in mass battle, but blades and spears can, which exploits modern ballistic armor's primary weakness.

No, because I was specifically talking about the interplay between defensive systems and offensive weapons.

http://www.youtube.com/watch?v=3v4j3mvrDyQ

A plate carrier will not stop that kind of damage. It is designed for a different era of warfare, after all. That's what I'm trying to say, with high tech ships not necessarily being 'better'. High tech ships would be designed to deal with the weapons around at their inception, and may not necessarily be prepared to deal with a more 'barbaric' weapon system.


The bodkin arrow was never produced to defeat bulletproof type IIIa ceramic plate armor. But a shot from one or two can definitely break the plate just by force, making the third arrow lethal. 

Well, there's your problem. Level IIIa is made for pistol rounds. A proper level III on the other hand.....

http://www.youtube.com/watch?v=abd9bpvd6zY

That's gunna take a lot of bodkins :D
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Dreyven on February 28, 2012, 11:54:27 AM
To sum up my thoughts.
There are 2 Types of Armor

Protective Armor:
Armor that is designed to shield completly/as much as possible against Hits.
Tankarmor, shiparmor, platearmor... etc.
Designed to completly negate Hit's of a certain strenghts
Weak and rapid fire weapons are highly inefficient
Get's weakend by Explosions and can be pierced by small high velocity projectiles
High impact force is likely to destroy the Armoring, only reducing the Hit and damaging the wearer/vehicle
Quote
No protective armoring that could be used by a Person could protect against Cannon shots, a hellebard/axe swing, a big ass hammer.

Absorbing Armor
Armor that is designed to absorb part of the hit or distribute force to an bigger Area
Chainmail, kevlar, depending on the game and scifi you are reading shields
Designed to distribute the force a hit produces evenly to the surrounding area while stoping "secondary effects" (penetration, bleeding)
Weak and rapid fire is more effective because the force still get's applied to the protected body, only more evenly spread, this can cause several issues
Doesn't shield against explosions but can't be pierced in most cases (only by projectiles that are too small to get "caught")
High Impact forces will be spread evenly but will most likely still cause severe damage
Can't be destroyed... or is very hard to destroy

We could just leave away specifics and agree on the point that certain Armors only can stop certain Hits.

Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Ishman on February 28, 2012, 05:55:34 PM
the better one would be Kevlar easily stopping high velocity small caliber rounds, but a knife slips easily through the weave.

Kevlar can stop knives too, it's just more effective against ballistics.

That's very misleading, there is no pure kevlar vest which can stop a knife stab. Kevlar with with metal backing/inserts/chainmail weave, yes.

(Also, an arrow is going to go right through a kevlar vest, and if it's Teflon tipped fired from a 100 pound compound bow, it's going to go through multiple vests)
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Flare on February 28, 2012, 10:57:17 PM
That's very misleading, there is no pure kevlar vest which can stop a knife stab. Kevlar with with metal backing/inserts/chainmail weave, yes.

(Also, an arrow is going to go right through a kevlar vest, and if it's Teflon tipped fired from a 100 pound compound bow, it's going to go through multiple vests)

Teflon just protects the barrel of a gun from the harden metal bullet no? Putting it on the tip of an arrow seems a bit pointless. In any case,  think we need to make the distinction between the vests worn by civilians and the ones that militaries use. Rifle rounds are substantially more powerful than pistol rounds, due to their weight and shape. Against civilian vests it's pretty much going to go through. Military vests that incorporate protection from sharp pointy things aimed at them tends to have a lot more protection against this sort of projectile.

As for knives, it depends on how skilled and trained the stabber is. At some point, any knife will go through armor given enough pressure and speed. Knife resistant vests function quite handily in fact. There are youtube videos of it resisting the knife edge quite well.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Falkenot on February 29, 2012, 02:07:49 AM
That's very misleading, there is no pure kevlar vest which can stop a knife stab. Kevlar with with metal backing/inserts/chainmail weave, yes.

(Also, an arrow is going to go right through a kevlar vest, and if it's Teflon tipped fired from a 100 pound compound bow, it's going to go through multiple vests)

Teflon just protects the barrel of a gun from the harden metal bullet no? Putting it on the tip of an arrow seems a bit pointless. In any case,  think we need to make the distinction between the vests worn by civilians and the ones that militaries use. Rifle rounds are substantially more powerful than pistol rounds, due to their weight and shape. Against civilian vests it's pretty much going to go through. Military vests that incorporate protection from sharp pointy things aimed at them tends to have a lot more protection against this sort of projectile.

As for knives, it depends on how skilled and trained the stabber is. At some point, any knife will go through armor given enough pressure and speed. Knife resistant vests function quite handily in fact. There are youtube videos of it resisting the knife edge quite well.

Teflon is extremely low friction and facilitates armour penetration
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Flare on February 29, 2012, 02:37:28 AM
Teflon is extremely low friction and facilitates armour penetration

When you compare it with weight of the projectile, it's going to matter far more than whether or not the tip is a little bit more slippery than other surfaces. The tip has to force open the weave of of the kevlar at the very least. This, while it doesn't create much friction does provide resistance to the arrow. Compared to an ordinary metal finish the material is going to provide a marginal effect, it is the sheer weight of the projectile that provides much of the results.

Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: tinsoldier on February 29, 2012, 07:53:14 AM
Teflon is extremely low friction and facilitates armour penetration

When you compare it with weight of the projectile, it's going to matter far more than whether or not the tip is a little bit more slippery than other surfaces. The tip has to force open the weave of of the kevlar at the very least. This, while it doesn't create much friction does provide resistance to the arrow. Compared to an ordinary metal finish the material is going to provide a marginal effect, it is the sheer weight of the projectile that provides much of the results.


I think you forgot a "not" or two because it sounds like you are agreeing with him. (and I don't think you were)
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Flare on February 29, 2012, 03:07:29 PM
Posting late at night is not a good idea :-[.
Title: Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
Post by: Gaizokubanou on March 07, 2012, 10:41:53 PM
This release is awesome, thumbs up to Fractal Softworks! ;D