Fractal Softworks Forum

Starsector => Announcements => Topic started by: Alex on August 09, 2012, 10:46:33 AM

Title: Starfarer 0.53.1a (Released) Patch Notes
Post by: Alex on August 09, 2012, 10:46:33 AM
This version is out - you can download it here (http://fractalsoftworks.com/2012/08/16/starfarer-0-53-1a-release/).

Changes as of August 16, 2012

Content:

Modding:
"Ship hull [jumper] variant [jumper_standard]: slot id [WS0001] not found for weapon [ioncannon]"

Bugfixing:


Changes as of August 13, 2012

Ship AI:

Content:

Modding:


Balance:

Miscellaneous:

Modding:

Bugfixing:


Changes as of August 09, 2012

Ship AI:

Content:

Balance:

Miscellaneous:

Modding:

Bugfixing:
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Xareh on August 09, 2012, 10:47:13 AM
knew it
awesome
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: DJ Die on August 09, 2012, 10:51:56 AM
looking good cant wait for the better AI
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: icepick37 on August 09, 2012, 11:00:10 AM
Looking awesome. Sad about the huge nerf to skimmer, haha.  :)
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Xareh on August 09, 2012, 11:01:06 AM
Really interested/amazed at the bump to 15FP for the Hyperion. That nearly means the thing is competing for a spot with my Apogee!
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Jonlissla on August 09, 2012, 11:08:04 AM
  • Added "Elite" Enforcer variant. Shows up in the Hegemony SDF.

Nice, what loadout does it have?

Quote
Balance:
  • Hyperion: increased fleet point cost to 15 (from 8 )

I have to admit that the Hyperion was a bit strong, but 15 points? That's quite the increase.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: BillyRueben on August 09, 2012, 11:11:47 AM
Really interested/amazed at the bump to 15FP for the Hyperion.
Really? It seems like all I hear about is how my Hyperion can solo ________. And that thing gets way better with support.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Tarran on August 09, 2012, 11:13:24 AM
Quote
Added "Front Shield Emitter" that converts omni shields to front while increasing the deployment speed and arc and reducing the upkeep cost
Interesting! I wonder how a Medusa or a Lasher will fare with a front shield.

Quote
Maneuvering Jets: removed all flux cost, stacks with 0-flux speed boost, added 5 second cooldown
Wow, Maneuvering Jets are really powerful now. +100 speed while at zero flux? Sounds like fun.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 09, 2012, 11:15:27 AM
  • Added "Elite" Enforcer variant. Shows up in the Hegemony SDF.

Nice, what loadout does it have?

2x Hvel + 1x Mauler, etc.

Quote
Balance:
  • Hyperion: increased fleet point cost to 15 (from 8 )

I have to admit that the Hyperion was a bit strong, but 15 points? That's quite the increase.

Well, the Hyperion has the combat power of a cruiser (if not the staying power of one) and better mobility than anything else in the game, by far. An FP cost in the cruiser range seems appropriate. Basically, don't look at this ship as a frigate in terms of power :)
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Xareh on August 09, 2012, 11:16:40 AM
Really interested/amazed at the bump to 15FP for the Hyperion.
Really? It seems like all I hear about is how my Hyperion can solo ________. And that thing gets way better with support.
Well yeah, but now that thing has more FP than any destroyer/frigtate/fighter wing regardless of how good they are and is only 1 fp below arguably the best cruiser in the game.

Look, I know that thing roflstomps quite a lot of stuff, but how well can it deal with longer ranged autopulses/plasma/(no tachyon lance due to the nerf sadly, the hyperion will shake it off)/HIL alongside excellent PD like heavy blasters coupled with excellent missile support and a 360 degree front shield that now goes up faster too?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: neonesis on August 09, 2012, 11:30:09 AM
Really interested/amazed at the bump to 15FP for the Hyperion.
Really? It seems like all I hear about is how my Hyperion can solo ________. And that thing gets way better with support.
Well yeah, but now that thing has more FP than any destroyer/frigtate/fighter wing regardless of how good they are and is only 1 fp below arguably the best cruiser in the game.

Look, I know that thing roflstomps quite a lot of stuff, but how well can it deal with longer ranged autopulses/plasma/(no tachyon lance due to the nerf sadly, the hyperion will shake it off)/HIL alongside excellent PD like heavy blasters coupled with excellent missile support and a 360 degree front shield that now goes up faster too?

It will just back off to take out smaller targets. Because it can, unlike full-scale cruiser.

Also, Alex, I see you fixed the Burn Drive with offline engines, but how about EMP system active while the ship is disabled? It happened to me one day, I killed a Shade while it activated its EMP, and the lightning was striking me even after the ship was disabled. Is that intended?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Xareh on August 09, 2012, 11:31:07 AM
Really interested/amazed at the bump to 15FP for the Hyperion.
Really? It seems like all I hear about is how my Hyperion can solo ________. And that thing gets way better with support.
Well yeah, but now that thing has more FP than any destroyer/frigtate/fighter wing regardless of how good they are and is only 1 fp below arguably the best cruiser in the game.

Look, I know that thing roflstomps quite a lot of stuff, but how well can it deal with longer ranged autopulses/plasma/(no tachyon lance due to the nerf sadly, the hyperion will shake it off)/HIL alongside excellent PD like heavy blasters coupled with excellent missile support and a 360 degree front shield that now goes up faster too?

It will just back off to take out smaller targets. Because it can, unlike full-scale cruiser.

Also, Alex, I see you fixed the Burn Drive with offline engines, but how about EMP system active while the ship is disabled? It happened to me one day, I killed a Shade while it activated its EMP, and the lightning was striking me even after the ship was disabled. Is that intended?
No, that's fixed for this too
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 09, 2012, 11:33:24 AM
Yeah, that is fixed. Didn't note it down, I suppose :)
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Faiter119 on August 09, 2012, 11:46:20 AM
Nice fixes! Damn, 0 time between TPs for the Hyperion, damn. Thats gonna be AWESOME, and with the increced Fp cost i can justify using it. And the frontal shield buff was awesome. Cant wait to give lots of ships 360 front shields.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: moontan on August 09, 2012, 12:13:10 PM
wow!

a lot of nice changes in there. 
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Reshy on August 09, 2012, 12:17:37 PM
Alex, are you going to adjust the Elite Onslaught loadout since it goes over the OP cap?  The Outdated variant also is under the cap.  Strike Wolf is over OP too.  Strike Lasher is under.  Balanced and Assault Enforcers are under.


Also I don't know about 15 FP for the Hyperion, a lot of ships are worth more or less than what their actually FP leads to believe, so I don't think that such a large boost is needed (does need a boost of some kind though).


For example Civilian Ships and Combat Converted ships requires about the same FP as dedicated military ships of the same size.  But you haven't really reduced the cost of them to compensate for their massively weaker stats, so I'm not 100% about making the hyperion on 'par' with the best cruisers in terms of FP.  It also screws up my fleet as now as of the update my fleet will be over the 100 FP cap because it costs a cruiser's worth to support.


Also can the Tachyon Lance be made useful again?  Right now it's a hindrance to anything it's put on.


And can the Falcon please get back it's two frontal small energy PDs?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: K-64 on August 09, 2012, 12:39:36 PM
The FP cost of the Hyperion seems very fair for me. Think about it, you have a highly energy-oriented (which means ammo's less of a concern, there's a strength right off the bat) ship with a very small profile (harder to hit, enemies waste ammo, another plus for the Hype) that can quite easily dance about even fighters while kicking every other ship class where kicks weren't made to go if you catch my drift. Sure the ship's extremely fragile, but it's very good at avoiding damage, and even has an escape plan if the engines somehow do take a hit to flameout
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Xareh on August 09, 2012, 12:42:12 PM
The FP cost of the Hyperion seems very fair for me. Think about it, you have a highly energy-oriented (which means ammo's less of a concern, there's a strength right off the bat) ship with a very small profile (harder to hit, enemies waste ammo, another plus for the Hype) that can quite easily dance about even fighters while kicking every other ship class where kicks weren't made to go if you catch my drift. Sure the ship's extremely fragile, but it's very good at avoiding damage, and even has an escape plan if the engines somehow do take a hit to flameout
Except now it can only teleport five times before maxing out flux.
Which leads to the following (clears throat):
1. No shields
2. No shields
3. No shields.
4. NO SHIELDS
5. Slow down
6. Easy food for fighters/tempests
7. It's now possible to smartly beat one

Duh oh.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: keptin on August 09, 2012, 12:42:16 PM
  • Added "defense id" column to ship_data.csv which can be used to specify the id of the phase cloak system to use, allowing for different types of phase cloaks to be added

Interesting, will there be additional differences between "types" of phase cloaks beyond the flux stuff in ship_data?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 09, 2012, 12:50:33 PM
  • Added "defense id" column to ship_data.csv which can be used to specify the id of the phase cloak system to use, allowing for different types of phase cloaks to be added

Interesting, will there be additional differences between "types" of phase cloaks beyond the flux stuff in ship_data?

This is simply in case a mod wants to have another type of phase cloak (as I know at least one does).

Alex, are you going to adjust the Elite Onslaught loadout since it goes over the OP cap?  The Outdated variant also is under the cap.  Strike Wolf is over OP too.  Strike Lasher is under.  Balanced and Assault Enforcers are under.

For the Elite one, it's intentional. For the Outdated one, I think that happened when a weapon OP cost changed - thanks for pointing it out, adjusted.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Reshy on August 09, 2012, 12:57:03 PM
So Alex, will the Interdictor Beam be finished in this version?  You never said you removed it from convoys so I was curious.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Thaago on August 09, 2012, 01:00:45 PM
  • Added "Front Shield Emitter" that converts omni shields to front while increasing the deployment speed and arc and reducing the upkeep cost
  • Front shields now raise twice as quickly

This... should be really interesting. Question: does the +60 degree mod apply before or after this one (for purposes of the arc increase, if it is multiplicative).
The Aurora was really vulnerable in its engines because of the shield speed before - should be much better now.


Quote
  • Maneuvering Jets: removed all flux cost, stacks with 0-flux speed boost, added 5 second cooldown (was 0)
Kinda reads like an evolution of the burn drive now - really cool.
Quote
  • Phase Teleporter: increased cost to 20% of base flux (up from 10%), reduced cooldown to 0 (down from 3 seconds)
  • Hyperion: increased fleet point cost to 15 (from 8 )
  • Phase Skimmer: reduced charge regeneration to 1 per 10 seconds (down from 1 per 5 seconds)
Interesting... no more catching the Hyperion between teleports! But also a huge increase in the flux cost. Imo this will make the Hyperion even more powerful- but with the FP at 15 I really have no objections. In player hands it is a true beast - a cruiser cost sounds about right.
I kind of wonder at the skimmer reduction - I didn't think it was too bad personally. Well, we'll see how they play :).

Quote
  • Antimatter Blaster: increased damage to 1200 (from 1000)
Cool. Flux cost increase as well? Then again it does cost 9 OP.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: K-64 on August 09, 2012, 01:04:59 PM
The FP cost of the Hyperion seems very fair for me. Think about it, you have a highly energy-oriented (which means ammo's less of a concern, there's a strength right off the bat) ship with a very small profile (harder to hit, enemies waste ammo, another plus for the Hype) that can quite easily dance about even fighters while kicking every other ship class where kicks weren't made to go if you catch my drift. Sure the ship's extremely fragile, but it's very good at avoiding damage, and even has an escape plan if the engines somehow do take a hit to flameout
Except now it can only teleport five times before maxing out flux.
Which leads to the following (clears throat):
1. No shields
2. No shields
3. No shields.
4. NO SHIELDS
5. Slow down
6. Easy food for fighters/tempests
7. It's now possible to smartly beat one

Duh oh.

And that's why you're smart with it. Every ship has tactics that tear them to shreds. The Hyperion's is teleporting without thinking
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 09, 2012, 01:11:34 PM
So Alex, will the Interdictor Beam be finished in this version?  You never said you removed it from convoys so I was curious.

It's not in the convoys anymore.

This... should be really interesting. Question: does the +60 degree mod apply before or after this one (for purposes of the arc increase, if it is multiplicative).
The Aurora was really vulnerable in its engines because of the shield speed before - should be much better now.

It's not multiplicative. Very few things actually are - if you see a percentage increase, it's almost always applied to the base value. The 50% flux damage boost is one exception, shield-damage-reducing-hullmods are another.

Quote
  • Antimatter Blaster: increased damage to 1200 (from 1000)
Cool. Flux cost increase as well? Then again it does cost 9 OP.

This is just to balance out the bugfix where it was getting a square of the flux damage boost :) So it's not technically a buff. The AM blaster was hardest-hit by this bugfix because frigates firing it generally almost maxed out flux and benefited from a high flux bonus.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Reshy on August 09, 2012, 01:26:21 PM
Uh question Alex, will ships with the phase teleporter use it better defensively?  I noticed that sometimes they only use it AFTER being hit by a large projectile.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 09, 2012, 01:30:56 PM
That's likely either a mistake on the AI's part - its reaction time is deliberately not perfect - or it didn't have enough flux to use it just then. Could be something else, too - depends on what you mean by "large projectile", and whether the AI has the same perception of that.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Upgradecap on August 09, 2012, 01:37:07 PM
I have noticed there that you have not fixed the issue with the sound looping and skipping in 0.53a, if you wasn't aware of it/forgot, you can thank me for reminding you ;)




This is simply in case a mod wants to have another type of phase cloak (as I know at least one does).




Is it caelus? :3
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 09, 2012, 01:41:36 PM
I have noticed there that you have not fixed the issue with the sound looping and skipping in 0.53a

Btw - some preliminary investigation indicates that there's an issue with those tracks. It's possible to fix it in the game, of course, but in the meantime, you might look into fixing them up yourself. If you play them in VLC, there's weirdness with the time it shows - it frequently skips around by a few seconds. (The info is second hand, as Ivaylo was investigating it, not me - sorry I can't be more clear.)
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Reshy on August 09, 2012, 01:42:11 PM
That's likely either a mistake on the AI's part - its reaction time is deliberately not perfect - or it didn't have enough flux to use it just then. Could be something else, too - depends on what you mean by "large projectile", and whether the AI has the same perception of that.



Well I tried on a larger ship, and it didn't seem to use it until after being hit (But instantly after being hit it ported).


Also another thing, can you figure out why the Onslaught with an Omnishield Emitter and Annihilator rockets keeps pointing shields in the wrong way?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Mattk50 on August 09, 2012, 01:52:10 PM
Would stilll have preferred a smaller FP point increase on the hyperion with a cost increase to go along with it, but its alright i guess.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Dri on August 09, 2012, 02:38:51 PM
Power can't be balanced around an easily farmable currency - price tags can only balance the amount of time it takes to get the item you want. Any noob in a Wolf can fly around picking off lone pirate ships and eventually save up for a Hyperion. It needs the FP cost increase to keep that noob from having a fleet of 14 of them due to the fact that he simply farmed easy fleets till he got enough money. (Yes, I know stations won't be selling that many but you get what I am saying)

Alex has stated the Hyperion's power is cruiser level so it needs the FP cost of a cruiser. The price tag is nearly meaningless since money is so easily obtained in the current campaign.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Reshy on August 09, 2012, 02:43:06 PM
Power can't be balanced around an easily farmable currency - price tags can only balance the amount of time it takes to get the item you want. Any noob in a Wolf can fly around picking off lone pirate ships and eventually save up for a Hyperion. It needs the FP cost increase to keep that noob from having a fleet of 14 of them due to the fact that he simply farmed easy fleets till he got enough money. (Yes, I know stations won't be selling that many but you get what I am saying)

Alex has stated the Hyperion's power is cruiser level so it needs the FP cost of a cruiser. The price tag is nearly meaningless since money is so easily obtained in the current campaign.


Uh so what?  People grind stuff all the time, trying to make that harder can just create other issues.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Dri on August 09, 2012, 02:48:14 PM
So you want to be able to break the game by having WAY TOO MANY overpowered ships simply because you sat on your arse and mindlessly killed the same easy crap over and over?

No thanks.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Thaago on August 09, 2012, 02:49:31 PM
Power can't be balanced around an easily farmable currency - price tags can only balance the amount of time it takes to get the item you want. Any noob in a Wolf can fly around picking off lone pirate ships and eventually save up for a Hyperion. It needs the FP cost increase to keep that noob from having a fleet of 14 of them due to the fact that he simply farmed easy fleets till he got enough money. (Yes, I know stations won't be selling that many but you get what I am saying)

Alex has stated the Hyperion's power is cruiser level so it needs the FP cost of a cruiser. The price tag is nearly meaningless since money is so easily obtained in the current campaign.


Uh so what?  People grind stuff all the time, trying to make that harder can just create other issues.

You basically just repeated Dri's point lol. He's saying that increasing cost won't do it because you can always just grind for it. FP is however a finite quantity.

[Edit] Ninja'd
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: The Soldier on August 09, 2012, 03:32:25 PM
Hey, more patches!  Why do these smaller ones always slip my radar?
Holy...the Elite Enforcer is going to be a tough nut to crack.  Just like the ones that the rest of use use.  :o
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Temjin on August 09, 2012, 07:51:17 PM
Also another thing, can you figure out why the Onslaught with an Omnishield Emitter and Annihilator rockets keeps pointing shields in the wrong way?

I'm going to guess it's because the Onslaught is so big, and the Annihilator pods are so far back in the body, that they become "armed" and generally dangerous to anything very close to the edge of the shield radius. Perhaps the AI is moving shields in the direction the rockets are coming from as a result.

Also, the Elite Enforcer is going to be dangerous. I generally run a solo enforcer with 2x HVD, 1x Mauler, 2x Flak, and Annihilators as my first purchased flagship, and can take on an awful lot of ships without issue. Plus, in multiples they get even nastier; they already support each other very well, and add Burn Drive with some really dangerous weaponry = ouch!
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Reshy on August 09, 2012, 07:59:45 PM
So you want to be able to break the game by having WAY TOO MANY overpowered ships simply because you sat on your arse and mindlessly killed the same easy crap over and over?

No thanks.



That's how most RPG's work.  Starfarer is an RPG and RTS rolled into one.

http://www.youtube.com/watch?v=QvnsBaY-h-U&feature=player_detailpage#t=951s

Explanation.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Tarran on August 09, 2012, 08:38:00 PM
I don't think TB is arguing against the same thing. TB as far as I can tell is arguing against scaling difficulty to the player's skill. Dri's arguing against grinding leading to breaking the game. Those are two different things.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: HoustonWebster on August 09, 2012, 09:59:22 PM
Tempest need more FP too, my elite Hyperion lose battle in 1v1 with regular Tempest
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: TaLaR on August 10, 2012, 12:07:15 AM
This is just to balance out the bugfix where it was getting a square of the flux damage boost :) So it's not technically a buff. The AM blaster was hardest-hit by this bugfix because frigates firing it generally almost maxed out flux and benefited from a high flux bonus.

And how about heavy blaster? It seems to be in a very similar position.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: xanderh on August 10, 2012, 12:36:55 AM
I like how the changes are looking.
Keep up the great work :)
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Mattk50 on August 10, 2012, 02:51:24 AM
Power can't be balanced around an easily farmable currency - price tags can only balance the amount of time it takes to get the item you want. Any noob in a Wolf can fly around picking off lone pirate ships and eventually save up for a Hyperion. It needs the FP cost increase to keep that noob from having a fleet of 14 of them due to the fact that he simply farmed easy fleets till he got enough money. (Yes, I know stations won't be selling that many but you get what I am saying). In addition, is a "noob" as you call it farms money to get these hyperions, when he gets them what happens when he starts losing them? Unless he has found a way to make money with the hyperions then he's going to be right back where he started. This is called investment, and you seem to not understand this concept at all as its consistent throughout the entire game.

Alex has stated the Hyperion's power is cruiser level so it needs the FP cost of a cruiser. The price tag is nearly meaningless since money is so easily obtained in the current campaign.

You're arguing within an incomplete campaign. FP is the same, an incomplete mechanic. Remember that eventually FP will be capped at 50 with skills to move you up to 100 (meaning you'll be able to grind for FP to a point). I don't like a frigate taking up so much FP, that was the hyperion's main advantage, high power in low FP. Also, you forget maintence costs, and its low cargo, fuel, extra personell counts also act as balancing factors vs cruisers. Its very dependent on other ships for supplies.

You're entire  argument basically hinges on money being completely irrelevant which makes no sense at all, so...

To top it off, we need to take into account actual non combat and combat effectiveness. Or do you think the atlas should be made 2 fp because thats it's combat worth?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 10, 2012, 03:29:29 PM
Alright, this is getting a bit OT. If you want to continue this discussion, a new thread - in the "Discussions" section - might be a better place for it.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Tarran on August 10, 2012, 03:38:02 PM
Fair enough. To get things back on rails:

Quote
Improved broadside AI
How much more improved exactly?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 10, 2012, 03:43:19 PM
Not *that* much, but there are (considerably, I think) less cases where it'd still point the nose at the enemy.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Reshy on August 10, 2012, 06:37:56 PM
Not *that* much, but there are (considerably, I think) less cases where it'd still point the nose at the enemy.

What about the bug that causes a ship to try and broadside with frontal weapons?  (I don't think it's the armor turning, as I showed it occurring even on an undamaged ship)
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 10, 2012, 06:58:26 PM
Not aware of any such bug. I'm fairly certain that whatever is happening is NOT the result of it "trying to broadside" - that's pretty much not possible, given how that's coded - but there could be other reasons for this behavior, especially if multiple ships or incoming missiles are involved.

If you can point me to a 1-1 matchup - preferably using stock variants, where this happens reliably, with both ships under full AI control - I'd be happy to take a look.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Reshy on August 10, 2012, 07:30:49 PM
Not aware of any such bug. I'm fairly certain that whatever is happening is NOT the result of it "trying to broadside" - that's pretty much not possible, given how that's coded - but there could be other reasons for this behavior, especially if multiple ships or incoming missiles are involved.

If you can point me to a 1-1 matchup - preferably using stock variants, where this happens reliably, with both ships under full AI control - I'd be happy to take a look.




I believe it's because the ship wants to turn around because it's at high flux, but because it vents fast enough it wants to turn back around.  Since Vents are more common than capacitors in custom builds that would explain why it happens more often on customs.



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


Sim battle, both of us activated burn drive.  My (autopilot) ship swerved away for unknown reasons.  Guessing it's Flux, Armor, or Explosive related.


And no I can't fix the print screen bug, I believe it's on your end.  Only happens on starfarer.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 10, 2012, 07:42:20 PM
Thanks - but a screenshot really doesn't do much to help with AI stuff.

As far as the screenshot bug, well, you're the only one that happens to, that I know of :) I'd guess it's an OpenGL-related driver issue, or some such.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Reshy on August 10, 2012, 07:58:19 PM
Thanks - but a screenshot really doesn't do much to help with AI stuff.

As far as the screenshot bug, well, you're the only one that happens to, that I know of :) I'd guess it's an OpenGL-related driver issue, or some such.


On standard ships ships turn tail when they're wanting to back off.  However since standard configurations have less vents than most custom ones it's not as egregious. It's most noticeable versus ships of larger sizes.  It's most noticeable on faster turning ships such as frigates. 


I'd suggest trying the Strike/Assault Wolf versus the Close Support Lasher.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 10, 2012, 08:45:31 PM
You're absolutely right - some ships were trying a frigate-style fleeing behavior when it was uncalled for - especially larger ships with omni shields - which explains why I hadn't seen it. There was also a bug where frigates would turn their nose away for non-armor-related reasons - considering "fleeing" even though they weren't supposed to be doing it in that particular situation (a frigate vs frigate fight).

Thanks for pointing me to the Assault Wolf vs CS Lasher fight - that was a perfect example to illustrate the problem.

Fixed both of those, and improved a few other things as well (ships should no longer back off in a straight line nearly as often, for example).

So, again - thank you!
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Reshy on August 10, 2012, 09:11:54 PM
You're absolutely right - some ships were trying a frigate-style fleeing behavior when it was uncalled for - especially larger ships with omni shields - which explains why I hadn't seen it. There was also a bug where frigates would turn their nose away for non-armor-related reasons - considering "fleeing" even though they weren't supposed to be doing it in that particular situation (a frigate vs frigate fight).

Thanks for pointing me to the Assault Wolf vs CS Lasher fight - that was a perfect example to illustrate the problem.

Fixed both of those, and improved a few other things as well (ships should no longer back off in a straight line nearly as often, for example).

So, again - thank you!


Oh, I'm glad to know I'm not just crazy now @@;  Sorry that I wasn't very clear previously...


Can anything be done about Annihilators (autofire) on an Omni-shield Onslaught?


(http://i.imgur.com/G7BMJ.png)

(http://i.imgur.com/iX1wu.png)
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 10, 2012, 09:21:26 PM
My apologies for not understanding it sooner. I was just assuming it was something else... there are lots of reasons the AI might do the occasional odd-looking thing. But yeah. Glad you stuck with it :)

Can anything be done about Annihilators (autofire) on an Omni-shield Onslaught?

Actually working on that as we speak - that's unearthed some unnerving bugs (affecting far more than just the Onslaught) of the "how the hell did this work at all" variety. Stay tuned - though I'll probably drop it for today and wrap it up tomorrow.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Reshy on August 10, 2012, 09:35:43 PM
My apologies for not understanding it sooner. I was just assuming it was something else... there are lots of reasons the AI might do the occasional odd-looking thing. But yeah. Glad you stuck with it :)

Can anything be done about Annihilators (autofire) on an Omni-shield Onslaught?

Actually working on that as we speak - that's unearthed some unnerving bugs (affecting far more than just the Onslaught) of the "how the hell did this work at all" variety. Stay tuned - though I'll probably drop it for today and wrap it up tomorrow.


Believe me, I want the AI to get to the point where it can outsmart players.  Anyway, very glad to help fix this, will make the AI more interesting.


Interesting, tomorrow can we get an explanation of the bugs you mentioned?  Also, goodnight!
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: DJ Die on August 11, 2012, 01:00:42 AM
While level scaling may affect how strong the various beings in Oblivion and Skyrim are, that doesn't affect the mechanics (how you play the game, for instance) or the story (oh no, demons/dragons).  A lot of that just sounded like you venting your frustration over the changes made in Skyrim or Oblivion.  Don't get me wrong, Morrowind was cool, but it was far from perfect.  They're working on making their ideal game.  You're a consumer, so if you buy it, you're supporting more games like that being made.  If you want to show your displeasure, don't buy the games.  Ignore them as they come out.

In the end, though, this argument is moot, because no one ever said Level Scaling was going to be included in Starfarer.

*EDIT* for clarity of my point.
oh i never said i actually bought Skyrim or Oblivion....I did play them yes but it was friends copy not mine....
and while i didnt say morrowind was perfect it was FAR better RPG than Oblivion and Skyrim combined...
if by ideal you mean turning good RPG into strange FPS then yes thats what it is....

well scaling and prevention of player from getting strong have been mentioned

and as i said elsewhere Alex and his team DESERVE my money.... Bethesda, EA Games and some other dont simply because they either dont make good games anymore or riddle them with so annoying DRMs that i wont buy the game anyway....

funny thing is that DRMs actually make people pirate the games more not less....
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Jonlissla on August 11, 2012, 05:42:25 AM
  • Omen: reduced shield efficiency somewhat, increased shield upkeep

May I ask for the reasoning behind this? I never got the impression that the Omen was that much of a beast, although it was a great anti-fighter frigate.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: IIE16 Yoshi on August 11, 2012, 06:04:35 AM
It's tiny, super manueverable, and is capable of throwing the Force at people. Who needs shields?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Xareh on August 11, 2012, 06:51:38 AM
I have to admit that under player control and some aug'd engines, the super tight controls mean that it's hard as hell to hit. Hard enough in fact I'm unsure whether the shield hit will hurt it overly
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Jonlissla on August 11, 2012, 08:09:42 AM
It's tiny, super manueverable, and is capable of throwing the Force at people. Who needs shields?
I have to admit that under player control and some aug'd engines, the super tight controls mean that it's hard as hell to hit. Hard enough in fact I'm unsure whether the shield hit will hurt it overly

Just took a second look at it and noticed it had 0.4 absorb ratio on its shields. This combined with its speed is problably the reason for the nerf. Problably not be a major nerf either, most likely a smaller adjust.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 11, 2012, 08:56:23 AM
Believe me, I want the AI to get to the point where it can outsmart players.  Anyway, very glad to help fix this, will make the AI more interesting.

Well, that's an unattainable ideal - but yeah. The smarter the better, just have to watch out for diminishing returns. At some point, spending X number of days for a small improvement just wouldn't be worth it. The good thing is that combat is generally nailed down now, so ship systems should be the last AI-disrupting major feature.

Interesting, tomorrow can we get an explanation of the bugs you mentioned?  Also, goodnight!

It turns out that the code evaluating which missiles are threatening didn't exclude unguided missiles fired by your ship. It was a really old bit of code, and it'd worked all this time, so I was not inclined to suspect it... What's interesting is the Onslaught's launchers, set far back, are the only case I can think of where the effects of this are easy to see - because the missiles happen to pass right next to the center of the ship. And even so, it takes the Omni Shields mod to really see it. I suspect that this'll have a generally beneficial effect on the AI, though - the less-visible cases were probably also detrimental.

It's tiny, super manueverable, and is capable of throwing the Force at people. Who needs shields?
I have to admit that under player control and some aug'd engines, the super tight controls mean that it's hard as hell to hit. Hard enough in fact I'm unsure whether the shield hit will hurt it overly

Just took a second look at it and noticed it had 0.4 absorb ratio on its shields. This combined with its speed is problably the reason for the nerf. Problably not be a major nerf either, most likely a smaller adjust.

Yeah, exactly. It's still very survivable, but hopefully not to a point where it's almost impossible to kill even with something that *should* be overwhelming, like the Hammerhead + dual kinetic mediums + ammo feeder.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Reshy on August 11, 2012, 11:41:15 AM
Believe me, I want the AI to get to the point where it can outsmart players.  Anyway, very glad to help fix this, will make the AI more interesting.

Well, that's an unattainable ideal - but yeah. The smarter the better, just have to watch out for diminishing returns. At some point, spending X number of days for a small improvement just wouldn't be worth it. The good thing is that combat is generally nailed down now, so ship systems should be the last AI-disrupting major feature.

Interesting, tomorrow can we get an explanation of the bugs you mentioned?  Also, goodnight!

It turns out that the code evaluating which missiles are threatening didn't exclude unguided missiles fired by your ship. It was a really old bit of code, and it'd worked all this time, so I was not inclined to suspect it... What's interesting is the Onslaught's launchers, set far back, are the only case I can think of where the effects of this are easy to see - because the missiles happen to pass right next to the center of the ship. And even so, it takes the Omni Shields mod to really see it. I suspect that this'll have a generally beneficial effect on the AI, though - the less-visible cases were probably also detrimental.

It's tiny, super manueverable, and is capable of throwing the Force at people. Who needs shields?
I have to admit that under player control and some aug'd engines, the super tight controls mean that it's hard as hell to hit. Hard enough in fact I'm unsure whether the shield hit will hurt it overly

Just took a second look at it and noticed it had 0.4 absorb ratio on its shields. This combined with its speed is problably the reason for the nerf. Problably not be a major nerf either, most likely a smaller adjust.

Yeah, exactly. It's still very survivable, but hopefully not to a point where it's almost impossible to kill even with something that *should* be overwhelming, like the Hammerhead + dual kinetic mediums + ammo feeder.


I showed it doing that on a paragon as well so...  It wasn't just on the Onslaught.


The omen usually takes most of it's damage from friendly fire.  However don't give it too much of a nerf to it's shields/upkeep so it doesn't suddenly become too weak.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: KDR_11k on August 12, 2012, 06:10:25 AM
17 FP may be a bit much for the Hyperion, while its firepower may rival that of a light cruiser (specifically the Falcon which is so weak that it barely passes as a cruiser) it's also extremely fragile and requires a highly skilled pilot to keep alive. Maybe something on the order of 12-13 FP would be fair for now, see how that works out and if it's still too little you can still increase it. Consider that the Apogee costs 16 FP, that thing's a powerful allrounder that can wield heavy weapons and doesn't require much more than turning the shields on to stay alive.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: TaLaR on August 12, 2012, 06:19:02 AM
But Apogee can't do anything against decently outfitted Paragon 1vs1, no matter player-piloted or not. Hyperion in skilled hands can destroy it without suffering any damage...Yes, it will take a lot of time, and you go boom as soon as you make any mistake, but still unlike with Apogee it's actually doable.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 12, 2012, 08:49:55 AM
It's 15, not 17, so I agree :) That aside...

When considering the firepower, I think it also makes sense to consider the ability of the ship to deliver it. The Hyperion's armaments aren't quite cruiser-level - it's closer to a middle-of-the-road destroyer - but the ease with which it can bring it to bear is off the charts.

There's also its mobility - it can get to any objective seconds after the battle starts, or to any fight you want to be in, in time to make a difference in the outcome. The mobility is an important component of its effectiveness - simply comparing firepower and survivability to a cruiser ignores that.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Xareh on August 12, 2012, 08:53:33 AM
Not to mention it can easily pack four atropos missiles or two reapers, which can utterly cripple a paragon/onslaught if they both hit, as it'd be as simple as 'hulls gone, whittle away'
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Archduke Astro on August 12, 2012, 12:06:24 PM
It's very important that this development thread remain on-topic. Failure to do so makes it all the harder for Alex to do his job. I've just removed several such posts. Additional off-topic posts are subject to removal. If you have something off-topic to bring up, please do it in a separate thread on the appropriate subforum. Thank you, folks.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Reshy on August 12, 2012, 01:02:01 PM
Alex, I noticed something weird with how ships fire weapons.  Specifically explosives.  On ships that have an odd shape like the Conquest it's possible for the AI to fire at it, but not able to hit it's hull because it's shields swing out so far from the hull.  Because of this it wastes a lot of flux and ammo on shots that couldn't land anyway.  So can non-shield effective weapons such as Explosive damage not fire until close enough to the actual hull to hit rather than the shield?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: naufrago on August 12, 2012, 01:21:14 PM
Alex, I noticed something weird with how ships fire weapons.  Specifically explosives.  On ships that have an odd shape like the Conquest it's possible for the AI to fire at it, but not able to hit it's hull because it's shields swing out so far from the hull.  Because of this it wastes a lot of flux and ammo on shots that couldn't land anyway.  So can non-shield effective weapons such as Explosive damage not fire until close enough to the actual hull to hit rather than the shield?

This is something that has been brought up before. Weapons fire when they think they'll hit within a certain radius of the center of the ship (the same thing happens with the defending ship to determine whether it should block a shot with its shields). It's an estimate, which is sometimes wrong.

I don't think he intends to change the functionality at this time. Maybe it would be worth making the radius always or mostly within the bounds of the ship, for the ship doing the shooting anyway.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Cerevox on August 12, 2012, 01:49:40 PM
Or perhaps tie the accuracy/radius target size of the guns to the level of the crew? I have noticed that my elite crew seem just as bad at firing on moving/edge of range targets as my green crew. It is actually somewhat painful to watch my elite crew on my conquest fire hundreds of rounds at a strafing frigate and hit nothing. Decreasing the radius that is targeted may make this worse, since the only time they hit strafing frigates was with random shots or beams anyway, making them more conservative will probably mean that ballistic weapons never hit on target unless facing something moving slow or straight in and out.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 12, 2012, 03:25:48 PM
About the accuracy issue: yeah, this is something that's potentially computationally expensive. I haven't looked at it in great detail - it'll probably require doing a non-axis-aligned rectangular bounding box check (assuming actual bounds checks are too expensive - which would need to be investigated...). At this point, it's just a low priority item. I'm not sure when I'd be able to justify spending time on it, if at all.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Barracuda on August 12, 2012, 03:55:09 PM
This is my first time posting something like this, so if this the wrong place to put it im sorry.


SOOO A Venture and 2 Close Support Lasher along with some other ships enter a battle with a Buffalo Fire support destroyer and others. As soon as the buffalo come's with in sight of my fleet.... My Lashers fire every single missile they have at it in no time. My venture fires about half of both of its racks at it as well. Only take half of all the missiles reach it and the buffalo gets sent to oblivion. The rest of the missiles run out of fuel and float off into space.... Leaving my Lashers with out and real fire power and my venture half way to losing it's.

What im asking for is there going to be a fix to ships firing WAY too many missiles at one single ship?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Thaago on August 12, 2012, 04:04:48 PM
Re shield/hull targeting: The burst pd laser can sometimes be an offender when it comes to targeting a ship with shields down; it will blow all its charges at the range of the shield and then have nothing for once the hull is in range. Its not a problem for continuous fire weapons as much, but could charge based weapons get a small offset between firing range and maximum range? It will mean that some of the range is 'wasted' in certain situations, but it will ensure that the precious charges are better spent.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 12, 2012, 04:08:38 PM
SOOO A Venture and 2 Close Support Lasher along with some other ships enter a battle with a Buffalo Fire support destroyer and others. As soon as the buffalo come's with in sight of my fleet.... My Lashers fire every single missile they have at it in no time. My venture fires about half of both of its racks at it as well. Only take half of all the missiles reach it and the buffalo gets sent to oblivion. The rest of the missiles run out of fuel and float off into space.... Leaving my Lashers with out and real fire power and my venture half way to losing it's.

What im asking for is there going to be a fix to ships firing WAY too many missiles at one single ship?

Hey there - thanks for the reminder, was meaning to take another look at that. Changed it so it's less likely to waste all its missiles on a target like that.

Re shield/hull targeting: The burst pd laser can sometimes be an offender when it comes to targeting a ship with shields down; it will blow all its charges at the range of the shield and then have nothing for once the hull is in range. Its not a problem for continuous fire weapons as much, but could charge based weapons get a small offset between firing range and maximum range? It will mean that some of the range is 'wasted' in certain situations, but it will ensure that the precious charges are better spent.

Yeah... I'm wary of a "fix" that already comes with its own built-in issues :)
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Sendrien on August 12, 2012, 10:01:34 PM
A quick word on the Fortress Shield - has anyone actually found this system to ever be useful on a Paragon? Even if a Paragon has to solo an entire fleet, it is always better to simply stop firing your weapons and tank the damage than to deploy your Fortress Shield. As such, it doesn't really give the player any decisions to make - it makes no sense to use it in any situation (in its current state). I find myself wishing that the Paragon were instead equipped with Sensor Drones, PD Drones, or even High Energy Focus, as any of these would make for a much more interesting experience flying a Paragon.

The big problem with the Fortress Shield is that it generates hard flux at a rapid rate. The number of ships required to be shooting a Paragon simultaneously in order to replicate that amount of hard flux generation is so high that you will likely never encounter a situation where turning on Fortress Shield could actually reduce your flux increase. And since you lose all weapon shooting capability during this time, the penalties for using Fortress Shield are simply too high, considering there is no actual benefit to be had.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: TaLaR on August 12, 2012, 10:06:23 PM
It can essentially make low rate of fire powerful weapons like gauss cannon useless by pulsing for about 0.25 second (as short as you can...). AI is quite good at that.

In fact it pretty much functions like better version of phase cloak (no activation cost, ship has powerful shield, no need to wait while shot/missile passes over ship, can regen soft flux)...
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 12, 2012, 10:18:08 PM
@Sendrien: Keep in mind that you can dissipate soft flux while it's up, and - this is kind of an obscure bit - it removes the shield upkeep cost.

So you're building 625 hard flux per second, but you're also not paying 750 soft flux per second, *and* the damage your shields take is reduced by a factor of 10. If you've got some soft flux build up and you need to lower it without bringing down your shields, Fortress Shield offers you a much faster way to do that than simply stopping to fire - at the expense of hard flux. This is true even if you're not under any fire at all - you'll dissipate soft flux faster with Fortress Shield on than off (provided that shields stay on), and any damage coming in just makes the difference bigger.


Hmm. For simplicity's sake, it really just ought to convert your shield upkeep to hard flux at some fraction, instead of having a separate value for it.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Reshy on August 12, 2012, 10:43:40 PM
@Sendrien: Keep in mind that you can dissipate soft flux while it's up, and - this is kind of an obscure bit - it removes the shield upkeep cost.

So you're building 625 hard flux per second, but you're also not paying 750 soft flux per second, *and* the damage your shields take is reduced by a factor of 10. If you've got some soft flux build up and you need to lower it without bringing down your shields, Fortress Shield offers you a much faster way to do that than simply stopping to fire - at the expense of hard flux. This is true even if you're not under any fire at all - you'll dissipate soft flux faster with Fortress Shield on than off (provided that shields stay on), and any damage coming in just makes the difference bigger.


Hmm. For simplicity's sake, it really just ought to convert your shield upkeep to hard flux at some fraction, instead of having a separate value for it.


Question, does Stabilized Shields reduce that cost?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: KDR_11k on August 13, 2012, 12:09:00 AM
This is my first time posting something like this, so if this the wrong place to put it im sorry.


SOOO A Venture and 2 Close Support Lasher along with some other ships enter a battle with a Buffalo Fire support destroyer and others. As soon as the buffalo come's with in sight of my fleet.... My Lashers fire every single missile they have at it in no time. My venture fires about half of both of its racks at it as well. Only take half of all the missiles reach it and the buffalo gets sent to oblivion. The rest of the missiles run out of fuel and float off into space.... Leaving my Lashers with out and real fire power and my venture half way to losing it's.

What im asking for is there going to be a fix to ships firing WAY too many missiles at one single ship?

Usually they only go all out like that when they're about to die and want to make sure they get those missiles off at all. But if your fleet wasn't already damaged I have no idea what caused that since they're always very conservative when I play.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: IIE16 Yoshi on August 13, 2012, 12:27:50 AM
This is my first time posting something like this, so if this the wrong place to put it im sorry.


SOOO A Venture and 2 Close Support Lasher along with some other ships enter a battle with a Buffalo Fire support destroyer and others. As soon as the buffalo come's with in sight of my fleet.... My Lashers fire every single missile they have at it in no time. My venture fires about half of both of its racks at it as well. Only take half of all the missiles reach it and the buffalo gets sent to oblivion. The rest of the missiles run out of fuel and float off into space.... Leaving my Lashers with out and real fire power and my venture half way to losing it's.

What im asking for is there going to be a fix to ships firing WAY too many missiles at one single ship?

Usually they only go all out like that when they're about to die and want to make sure they get those missiles off at all. But if your fleet wasn't already damaged I have no idea what caused that since they're always very conservative when I play.
The enemy AI is never conservative with their missiles. But then again, I'm now in the habit of just not using shields at all. Only one faction in Ascendancy has shielded ships. All the rest rely on PD, artful flying and some seriously decent armour. On the plus side, because I never raise shields, most enemy ships are ready to burn off their harpoons at the start of a fight, thinking they can get their missiles through the hailstorm of bullets that are put out by Antediluvian guns.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: KDR_11k on August 13, 2012, 03:25:06 AM
Dunno, Lashers and Buffalos only throw one missile/volley in my direction at a time usually with serious delays between them and I'm flying a Shade. They only start spamming when they're damaged.

As for Hyperion vs Paragon, does that thing actually have the damage output to make a Paragon care? I've never fought a Paragon one on one (always as part of a larger fleet and even concentrated fire has difficulty bringing the Paragon down before it can retreat) but the thing's always been extremely durable even if it's not particularly dangerous in the hands of the AI. Overcoming its shields and then hurting its armor and hull enough to make a dent requires some serious firepower and that was before Fortress Shields. That's the reason why I don't assume an Apogee can beat a Paragon (however it can stalemate against the Paragon).
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: TaLaR on August 13, 2012, 03:32:31 AM
As for Hyperion vs Paragon, does that thing actually have the damage output to make a Paragon care?

Player-controlled Hyperion can ignore shields (AI can't raise fast enough to block 1st shot after teleportation, which is enough with pair of heavy/am/mining blasters) and can get enough flux/shield with proper build to reliably survive retreat after teleportation, so it's just question of time.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Sendrien on August 13, 2012, 06:34:43 AM
@Sendrien: Keep in mind that you can dissipate soft flux while it's up, and - this is kind of an obscure bit - it removes the shield upkeep cost.

So you're building 625 hard flux per second, but you're also not paying 750 soft flux per second, *and* the damage your shields take is reduced by a factor of 10. If you've got some soft flux build up and you need to lower it without bringing down your shields, Fortress Shield offers you a much faster way to do that than simply stopping to fire - at the expense of hard flux. This is true even if you're not under any fire at all - you'll dissipate soft flux faster with Fortress Shield on than off (provided that shields stay on), and any damage coming in just makes the difference bigger.


Hmm. For simplicity's sake, it really just ought to convert your shield upkeep to hard flux at some fraction, instead of having a separate value for it.

Unless I am missing something entirely here, I have never been able to dissipate my flux levels using Fortress Shield. As soon as you turn it on, it gradually increases your flux levels until you overload. At the moment, it seems as if it generates a hard flux build up while turning off all flux dissipation for the ship. Even if I max out my flux dissipation, use no weapons on the Paragon, and then turn on Fortress Shield, I will overload eventually.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Temjin on August 13, 2012, 08:09:56 AM
The point is, you automatically build up hard flux at a certain rate, in exchange for an increased ability to vent "soft" flux and a dramatically increased shield efficiency.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: RSS_Ornel on August 13, 2012, 12:15:40 PM
  • Added "Elite" Enforcer variant. Shows up in the Hegemony SDF.

Nice, what loadout does it have?

2x Hvel + 1x Mauler, etc.

Quote
Balance:
  • Hyperion: increased fleet point cost to 15 (from 8 )

I have to admit that the Hyperion was a bit strong, but 15 points? That's quite the increase.

Well, the Hyperion has the combat power of a cruiser (if not the staying power of one) and better mobility than anything else in the game, by far. An FP cost in the cruiser range seems appropriate. Basically, don't look at this ship as a frigate in terms of power :)
But it can overpower even an onslaught ai vs ai and any other cap ship with equal support. so its better than cruiser, it is the equivelent of a cap ship. plus my phase cruiser dies to it easily an that has a 20 FP tag.
so even with the slight nerf to the teleport it is still massively under priced/ doesn't cost enough FP
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Sendrien on August 13, 2012, 01:34:30 PM
The point is, you automatically build up hard flux at a certain rate, in exchange for an increased ability to vent "soft" flux and a dramatically increased shield efficiency.

This is theoretically what is supposed to happen. My point is that presently, no "soft" flux is being vented, and furthermore, the ship system is not achieving its intended function.

When Fortress Shield is on, Paragon will:

- Gain dramatically higher shield efficiency
- Generate (625?) flux per second
- Lose ability to fire weapons
- Lose its passive flux dissipation (i.e. flux dissipation/sec = 0)

For the sake of simplicity, let's assume that Paragon's shield efficiency is so high that no additional flux is added through damage. So turning on Fortress Shield simply results in 625 flux generated per second.

Contrast this with a manual solution (stop firing):

- Shield efficiency does not change
- No hard flux generation
- Lose ability to fire weapons (equivalent)
- Don't lose passive flux dissipation

Even a skeleton Paragon with 0 Ordnance Points has a passive flux dissipation of 500/second after 750 is paid for shield maintenance. Once we factor in the 625/sec hard flux generation from the Fortress shield, simply pressing X to stop all weapons fire results in a difference of 1125 flux/sec. Divide this by the shield efficiency of the Paragon (0.6) to get a figure of 1875 shield damage per second. What this means is that any time a totally unmodded Paragon is taking less than 1875 shield damage per second, it is better to stop firing than to use Fortress Shield. Any time it's higher, Fortress Shield is better.

What if the Paragon is actually modded for flux dissipation and shield efficiency?

50 Vents + Resistant Flux Conduits = 1875/sec
Stabilized Shields = 375 Shield Maintenance
Hardened Shields + Elite Crew = 0.3 Shield Efficiency

Passive Flux Dissipation = 1875-375 = 1500
Fortress Shield Hard Flux Generation = 625

Shield Damage/sec = (1500+625)/0.3 = 7083.33

So on a modded Paragon, you need to be taking over 7083 shield damage per second in order to justify using Fortress Shield instead of simply stopping to shoot. Just to put this into perspective, 7083 shield damage is equal to ~5 Storm Needlers, ~ 16 Heavy Autocannons, ~13 Plasma Cannons, or ~35 Annihilator Rocket Pods.

--

So all this to say that all I've been trying to point out is that the amount of damage you need to be taking in order for Fortress Shield to be worthwhile is simply unrealistic. Either that, or you fly around with a Paragon that has no Vents and no Hull Mods, and then it begins to make some sense. :)
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: KDR_11k on August 13, 2012, 01:40:11 PM
Then it's a bug.

Yeah, I think the Doom is seriously overpriced. Is phase cloaking really so awesome that it warrants 20 FP and 60k credits for a mediocre cruiser?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 13, 2012, 01:45:15 PM
- Lose its passive flux dissipation (i.e. flux dissipation/sec = 0)

This is absolutely not true. It still dissipates soft flux. Because I'm unduly paranoid, I just verified that this is the case in the clean 0.53a-RC4 install, and isn't some kind of weird bug that manage to make it into release somehow.

I understand your point, and it would be perfectly valid if what you're saying was how it actually worked, but it doesn't :)


Just to be clear: "soft" flux is flux above the tick mark on the flux bar. Soft flux is generated by firing weapons. Hard flux is generated by taking damage on shields (with the exception of beam weapon damage, which generates soft flux).
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Sendrien on August 13, 2012, 01:50:12 PM
- Lose its passive flux dissipation (i.e. flux dissipation/sec = 0)

This is absolutely not true. It still dissipates soft flux. Because I'm unduly paranoid, I just verified that this is the case in the clean 0.53a-RC4 install, and isn't some kind of weird bug that manage to make it into release somehow.


Just to be clear: "soft" flux is flux above the tick mark on the flux bar. Soft flux is generated by firing weapons. Hard flux is generated by taking damage on shields (with the exception of beam weapon damage, which generates soft flux).

Thanks for a quick reply, Alex. If Paragon doesn't lose its flux dissipation/sec, then if my flux dissipation is 1875/sec and only 625/sec is generated by Fortress Shield, and I install zero weapons while taking no damage, when I turn on Fortress Shield, why do I eventually overload?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: PCCL on August 13, 2012, 01:51:18 PM
Now I didn't do the math on this but in my last playthrough of forlorn hope I took 2 head on bomber runs, one holding fire and one fort shielding. The fort shielding one took significantly less flux...

also pretty sure FS generates hard flux
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 13, 2012, 01:54:38 PM
Yeah, the FS generates hard flux. Hard flux can not be dissipated while shields are up, that's why you eventually overload. Basically: the flux generated by the FS system can't be dissipated while shields are up. Weapon-generated flux can be.

So what happens is the "hard flux" tickmark will go up, the overall flux level will go down. When the two meet, there's no soft flux left to dissipate, so dissipation stops. At that point, keeping the FS on only makes sense if you're taking some serious burst damage - but all the way up to that, you're getting faster soft flux dissipation and much-reduced shield damage taken.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 13, 2012, 01:57:50 PM
Updated patch notes.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Sendrien on August 13, 2012, 02:01:50 PM
Just what the Tempest needed! Definitely better than the flare launchers and puts it back on the map as a strong alternative to the Hyperion.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Xareh on August 13, 2012, 02:02:44 PM
Thermal Pulse Cannons eh?

So, it'll use the graphic that already exists on the ships, right?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Faiter119 on August 13, 2012, 02:02:52 PM
Spoiler
(http://i.imgur.com/MEc5Q.jpg)
[close]
Any more info on the Thermal Pulse Cannons? Stats and such? Maybe some screencaps?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Hyph_K31 on August 13, 2012, 02:03:22 PM
Very, very nice indeed!

I look forward to playing with the next update :D
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Uomoz on August 13, 2012, 02:03:42 PM
Can't wait to see the new Tempest and Onslaught!
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: icepick37 on August 13, 2012, 02:04:05 PM
Oh crap. The tempest buff.  D:  It did need it, though, haha.

Loving the built in weapons thing.

Glad to see so much making it in already.  :D
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Sendrien on August 13, 2012, 02:05:52 PM
Yeah, the FS generates hard flux. Hard flux can not be dissipated while shields are up, that's why you eventually overload. Basically: the flux generated by the FS system can't be dissipated while shields are up. Weapon-generated flux can be.

So what happens is the "hard flux" tickmark will go up, the overall flux level will go down. When the two meet, there's no soft flux left to dissipate, so dissipation stops. At that point, keeping the FS on only makes sense if you're taking some serious burst damage - but all the way up to that, you're getting faster soft flux dissipation and much-reduced shield damage taken.

Thanks for the detailed explanation! It has allowed me to identify why I haven't found a use for the Fortress Shields (my paragon builds focus on high flux efficiency weapons, so my soft flux is generally always equal to my hard flux levels). I guess I'll have to use more Plasma Cannons or something in order to see the real benefit.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: K-64 on August 13, 2012, 02:08:40 PM
I think the drones will be a right pain to try and deal with, though I get the impression that's the idea :P

What I'm REALLY looking forward to is the built- in weapons thing. Wanting to toy about with that, I must say
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 13, 2012, 02:09:50 PM
Thermal Pulse Cannons eh?

So, it'll use the graphic that already exists on the ships, right?
Any more info on the Thermal Pulse Cannons? Stats and such? Maybe some screencaps?

You'll see them in action soon(tm) enough :) For now, yeah, base graphic on the ship - though David's got something special in the works that probably won't quite make it into this release.


Thanks for the detailed explanation! It has allowed me to identify why I haven't found a use for the Fortress Shields (my paragon builds focus on high flux efficiency weapons, so my soft flux is generally always equal to my hard flux levels). I guess I'll have to use more Plasma Cannons or something in order to see the real benefit.

Ah, that makes sense.

I think the drones will be a right pain to try and deal with, though I get the impression that's the idea :P

Yeah they're quite... good.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: MidnightSun on August 13, 2012, 02:15:39 PM
Tempest and Onslaught updates sound very nice! Any chance the other drone-deploying ships will get the ability to slowly regenerate drones in-combat?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Faiter119 on August 13, 2012, 02:15:55 PM
In action soon ey? Im sensing a video!
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: icepick37 on August 13, 2012, 02:16:45 PM
Yay art things!  :D

EDIT: No he's just teasing us on the release methinks. This is a small patch so we should see it soon. Then it'll be the longer wait for campaign features. Which will undoubtedly be worth it.  :D
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: arcibalde on August 13, 2012, 02:21:16 PM
An build-in weapons  :o :o :o :o   YEEEAAAHHHHH!!!!!!!!
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 13, 2012, 02:21:54 PM
Tempest and Onslaught updates sound very nice! Any chance the other drone-deploying ships will get the ability to slowly regenerate drones in-combat?

Thanks! :)

The Tempest is an attack ship, and the drone is meant to be a key part of its offensive arsenal - and it's exposed to danger often.

Other drone-using ships either use them for an intermittent, stop-gap defense that's meant to be limited in nature (Gemini, Astral) or have drones that are easy to protect (Apogee - the holding pattern is well inside the shields, and recalling the drones is very quick).
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: PCCL on August 13, 2012, 02:24:10 PM
wait, you get to recall drones?

Lemme guess, press f when the drones are out?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: The Soldier on August 13, 2012, 02:25:30 PM
Yup.  First "F" makes them go in a PD-only fashion, next "F" will make then free-roam (still in formation, but wander out to the edge of the screen to attack enemies) and the third "F" recalls them.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: arcibalde on August 13, 2012, 02:26:19 PM
wait, you get to recall drones?

Lemme guess, press f when the drones are out?
You didn't know that?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: The Soldier on August 13, 2012, 02:29:26 PM
Wait...you gave the Tempest the Terminator Drone?!  Damn, that finally persuaded me to buy the thing- in-game.  Never used on in my life, believe it or not. ::)

*In a German accent:
FINALLY!  BUILT-IN WEAPONS!!!

EDIT:
This is the big bug-fixing patch as well. :D
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Xareh on August 13, 2012, 02:31:56 PM
Final question for you Alex:

These thermal pulse cannons. Are they what, hidden or, something or...?

Are they removable?

Are they a ship system overwriting Burn Drive?

What kind of style of weapon are they? The thermal pulse cannon sounds quite techy, so...?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: BillyRueben on August 13, 2012, 02:33:18 PM
  • Onslaught now has two free, built-in Thermal Pulse Cannons instead of the two forward-facing large hardpoints
So what are they exactly? Energy? Ballistic? Kinetic? High Explosive?

Did you reduce the Onslaught's overall OP to compensate?[/list]
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 13, 2012, 02:34:07 PM
Quote from: Codex
A bulky energy weapon from the early epoch, the TPC is built directly into the Onslaught's hull and provides overwhelming frontal firepower.

Designed before modular energy weapons were a reality, this weapon was coded into the Onslaught's blueprint because no other ship was large enough or had reactors that could generate the requisite power.

Even though it's outperformed by some of the later epoch modular designs, the Thermal Partcle Cannon remains an integral part of the Onslaught's arsenal.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Xareh on August 13, 2012, 02:35:02 PM
Quote from: Codex
A bulky energy weapon from the early epoch, the TPC is built directly into the Onslaught's hull and provides overwhelming frontal firepower.

Designed before modular energy weapons were a reality, this weapon was coded into the Onslaught's blueprint because no other ship was large enough or had reactors that could generate the requisite power.

Even though it's outperformed by some of the later epoch modular designs, the Thermal Partcle Cannon remains an integral part of the Onslaught's arsenal.
This answers... everything really

Thanks
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 13, 2012, 02:37:25 PM
Did you reduce the Onslaught's overall OP to compensate?[/list]

No - I think it could use the buff.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Faiter119 on August 13, 2012, 02:40:09 PM
Judging by Alexes twitter. The TPC is gonna be frightening.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: arcibalde on August 13, 2012, 02:41:57 PM
Finally some true power!  8)
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: The Soldier on August 13, 2012, 02:43:18 PM
Perhaps a screenshot of it?  Or must we wait until it comes out? :)
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: arcibalde on August 13, 2012, 02:46:01 PM
Oh c mon Alex tiny miny screenshot. C mon man... C moooooon  :P
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Faiter119 on August 13, 2012, 02:47:36 PM
Quote
You'll see them in action soon(tm) enough  For now, yeah, base graphic on the ship - though David's got something special in the works that probably won't quite make it into this release.

So no graphic for now guys.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Dri on August 13, 2012, 02:48:40 PM
Sweet Jesus, the Onslaught is gonna be a monster now with the free OP - its still 20 FP too, yeah? Wowza... :D

The new weapons sound powerful but I'm not gonna pass judgement until I can see their stats. I almost always go with Hellbores in those hardpoints so I wonder how close the TPCs are to Hellbores in range, rate of fire and dmg per shot. I know energy does 100% dmg to all targets so thats good - will the TPCs also benefit from the more flux = more damage?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: The Soldier on August 13, 2012, 02:54:46 PM
Ah, with the Thermal Cannons, Alex, don't forget to update the rest of the variants! Don't want an underpowered onslaught in-game, now do we?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Mattk50 on August 13, 2012, 03:15:06 PM
So, burn drives and integrated free weapons? do low tech ships really need more buffing? burn drives are already one of the better systems...
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: naufrago on August 13, 2012, 03:17:50 PM
So, burn drives and integrated free weapons? do low tech ships really need more buffing? burn drives are already one of the better systems...

Considering how easily my 5 ship high-tech fleet wipes the floor with the Hegemony Defense Fleet... probably.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Dri on August 13, 2012, 03:22:16 PM
The insanely efficient shields and overall speed of the high-tech ships is just plain beastly. Doesn't matter how much armor and firepower low-tech has if they can't get through the shields or even hit the phase skimming teleporting high-speed ships...
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 13, 2012, 03:23:40 PM
So, burn drives and integrated free weapons? do low tech ships really need more buffing? burn drives are already one of the better systems...

Well, we're not talking about low tech ships in general. I think conflating an Onslaught buff with an overall low tech ship buff is reaching more than a bit :)
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: MidnightSun on August 13, 2012, 05:02:12 PM
Found a typo ;)

Quote from: Codex
A bulky energy weapon from the early epoch, the TPC is built directly into the Onslaught's hull and provides overwhelming frontal firepower.

Designed before modular energy weapons were a reality, this weapon was coded into the Onslaught's blueprint because no other ship was large enough or had reactors that could generate the requisite power.

Even though it's outperformed by some of the later epoch modular designs, the Thermal Particle Cannon remains an integral part of the Onslaught's arsenal.

Sounds great though, especially since it didn't come at an OP cost. That, and increased firing arcs? The Onslaught and Conquest seem to be jousting hard for the flagship role in my fleet.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 13, 2012, 05:04:30 PM
Ohh, thanks for catching that!
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: xenoargh on August 13, 2012, 05:09:16 PM
Quote
Added "built in" weapons:

    Fixed per hull, can not be removed or replaced, can be seen in the refit screen, doesn't cost any OP
    type:"BUILT_IN", "mount" can be the standard range of values
    Specified in the .ship file, like so: "builtInWeapons":{"WS 016":"tpc",   "WS 017":"tpc"}
Yay, thanks a lot :)  That solves a lot of problems for my mod idea :)

Also, is it now possible for mods to overwrite Vanilla .ship / .proj / etc. files and the CSVs?  What I'm doing is, erm, basically a TC at this point, wondering about what's going to need to happen to distribute :)
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 13, 2012, 05:12:55 PM
Yeah, mods should be able to do that, but you're going to potentially run into a few problems. In some cases, ship variants are hardcoded into the game - the ones used in title screen, the tutorial, possibly a few other places. So if all of a sudden a ship hull doesn't have a weapon slot with the right id, there'll be explosions of the NPE variety. This is on my list of things to address - in fact, I was going to take a shot at it for 0.53.1a, but just not able to fit it in timewise. Ultimately, I'd like to get it to a point where a TC mod doesn't load vanilla assets it doesn't use.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: xenoargh on August 13, 2012, 05:15:43 PM
So long as it's still got a WS there, it'll be OK, though?  I'm changing their types, not their existence.  Oh, and while I'm bugging you; it'd be really, really nice if the Variant Editor was able to actually edit the base variants; doing it by hand is going to take me forever :)
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 13, 2012, 05:36:53 PM
Take a look at this post: http://fractalsoftworks.com/forum/index.php?topic=435.msg19055#msg19055
You might have to create the directory in question for the variant files to appear there.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: xenoargh on August 13, 2012, 05:50:38 PM
Yeah, that will go a little faster than by hand, and I guess I get to do the grunt-work of uploading all of the Vanilla ships to the database, heh :)

One little idea, though:  couldn't Variant files just be the hash code, like it is in the savegames?

[EDIT]To clarify, as an alternative method?  I.E., just modify a variant, save it, use the hash code?  Then it'd be a one-stop shop and could be done in-game, more or less.[/EDIT]
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 13, 2012, 06:15:02 PM
Database? You'd need to copy them to the data/variants directory, that's about it.

The variants aren't reduced to a hashcode in the save files. What you're probably seeing are references to a fully-specified variant elsewhere in that file.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: goduranus on August 13, 2012, 07:04:59 PM
Quote
•EMP Emitter can no longer hit the command shuttle

Wouldn't it be more interesting if the command shuttle could be hit, or even destroyed? It'd add some risks of trying to transfer into the middle of a battle.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: K-64 on August 13, 2012, 07:07:48 PM
It would ultimately become a feature that'd be frustrating and unfun. Losing because of something that was directly within your control to prevent is fun. When it happens because of random chance with control out of your hands is what the business calls fake difficulty.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 13, 2012, 07:27:37 PM
Quote
•EMP Emitter can no longer hit the command shuttle

Wouldn't it be more interesting if the command shuttle could be hit, or even destroyed? It'd add some risks of trying to transfer into the middle of a battle.

It's basically a fancy UI element. What could the game reasonably do when your shuttle got destroyed? Let you launch another shuttle from its charred hulk, perhaps, like a molting space lobster?

In all seriousness, you could probably could make a fun subgame out of it, though you'd have to do a lot more than just make it damageable. The question is, why? The reason the shuttle exists is to move you between ships - a necessary gameplay mechanic, but not one that sees a lot of use. I don't think building out gameplay surrounding it would be a wise use of time.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Catra on August 13, 2012, 08:51:32 PM
Tempest and Onslaught updates sound very nice! Any chance the other drone-deploying ships will get the ability to slowly regenerate drones in-combat?

Thanks! :)

The Tempest is an attack ship, and the drone is meant to be a key part of its offensive arsenal - and it's exposed to danger often.

Other drone-using ships either use them for an intermittent, stop-gap defense that's meant to be limited in nature (Gemini, Astral) or have drones that are easy to protect (Apogee - the holding pattern is well inside the shields, and recalling the drones is very quick).

so
will us modders be able to give the other ships drone regen? or is this a hardcoded thing?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Amazigh on August 13, 2012, 09:15:24 PM
Tempest and Onslaught updates sound very nice! Any chance the other drone-deploying ships will get the ability to slowly regenerate drones in-combat?

Thanks! :)

The Tempest is an attack ship, and the drone is meant to be a key part of its offensive arsenal - and it's exposed to danger often.

Other drone-using ships either use them for an intermittent, stop-gap defense that's meant to be limited in nature (Gemini, Astral) or have drones that are easy to protect (Apogee - the holding pattern is well inside the shields, and recalling the drones is very quick).

so
will us modders be able to give the other ships drone regen? or is this a hardcoded thing?
You can already have regenerating drones, just give the system a value under the "regen" column in the CSV.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: naufrago on August 13, 2012, 09:33:25 PM
That Terminator Drone sounds like it could take on most fighter craft 1v1 (or 2-4v1, as it were). Will it require supplies to replace, like a fighter?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: leonvision on August 13, 2012, 09:43:56 PM
with the new build-in weapons thing, i think sunder's large energy slot is a likely candidate for receiving that change. i strongly hope it does NOT get that change, the large slot on the sunder really defines what the ship is right now, but also allow you to customize the ship for specializations. a lot people seem to enjoy flying a sunder with a HIL but i enjoy having a autopulse on it instead, which makes it almost a completely different ship.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: armoredcookie on August 13, 2012, 10:58:03 PM
Can we get a screenshot of those Thermal Pulse Cannons? :D
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: KDR_11k on August 13, 2012, 11:38:16 PM
with the new build-in weapons thing, i think sunder's large energy slot is a likely candidate for receiving that change. i strongly hope it does NOT get that change, the large slot on the sunder really defines what the ship is right now, but also allow you to customize the ship for specializations. a lot people seem to enjoy flying a sunder with a HIL but i enjoy having a autopulse on it instead, which makes it almost a completely different ship.

I don't think the Sunder is a candidate, it's balanced around being a heavy energy weapon platform and already has plenty of drawbacks. I'm guessing the Onslaught got the TPCs as fixed weapons because they're going to be energy weapons (while the Mjolnir uses energy damage it doesn't benefit from the flux supercharge because its mount is ballistic) and large energy mounts on an Onslaught would just not fit the ship's design.

Now what I'm wondering is whether the TPCs will detach from the Onslaught if you kill it, i.e. will you be able to salvage the TPCs when you defeat one and stick them on other ships?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: arcibalde on August 13, 2012, 11:56:25 PM
Now what I'm wondering is whether the TPCs will detach from the Onslaught if you kill it, i.e. will you be able to salvage the TPCs when you defeat one and stick them on other ships?
I don't think so. Those bulid in weapons are made no to be salvage-able.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: goduranus on August 14, 2012, 04:44:34 AM
Quote
?Equipped with specialized, high-frequency/short range phase skimmer

If phase skimmer and cloak can simultaneously fit on a drone sized ship, does that mean there will eventually be *GASP* phase-skimming, cloaked, torpedo bombers?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: K-64 on August 14, 2012, 06:18:31 AM
For the built-in weapons, are the sprites going to be on the actual ship, or standard weapon sprites? If the former, will that make ships animateable for stuff like built-in chainguns or ridiculously oversized artillery?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: The Soldier on August 14, 2012, 06:41:39 AM
So far, Alex has said the TPC uses the Onslaught sprite as a base, but David is whipping up something special for it. :)

Oh, and will there be an update to Codex any time in the near future?  I find myself using it when I get into a battle with the odd ship I don't remember everything about, and almost all the time in modding to see my work without having to add it to a mission or campaign.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Xareh on August 14, 2012, 07:08:12 AM
Yay, the front page has been updated somewhat
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Sendrien on August 14, 2012, 10:20:18 AM
Does the AI know how that disabled hulls can be used as cover for venting?

Recently, I observed a situation where a Paragon with 2/3 full flux capacity, controlled by AI, was fighting against an Onslaught with empty flux capacity. No other hostiles on the field. Just at that moment, a disabled hull of a Dominator floats by and cuts line of sight between the two Capital ships. Its lateral speed is slow enough such that even with its slow strafing movement, the Paragon could have hidden for almost 10 seconds behind the Dominator before emerging from cover.

The Paragon does not use this opportunity to vent flux.

Is this supposed to happen?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Sendrien on August 14, 2012, 11:32:29 AM
Alex, is there any chance we could have the LShift function to speed up time in the battle screen as well? Sometimes I find myself wanting one when I'm trying to make it from one side of the map to the other.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: phyrex on August 14, 2012, 11:43:10 AM
i dont get the onslaught change  ???
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: icepick37 on August 14, 2012, 11:47:09 AM
Alex, is there any chance we could have the LShift function to speed up time in the battle screen as well? Sometimes I find myself wanting one when I'm trying to make it from one side of the map to the other.
This is probably not going to happen. Would screw with the physics and stuff methinks.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: K-64 on August 14, 2012, 11:56:31 AM
i dont get the onslaught change  ???

What's not to get? The onslaught will get 2 free, and rather nasty weapons on it instead of potentially very nasty weapons that cost a large amount of OP.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Dri on August 14, 2012, 12:00:13 PM
i dont get the onslaught change  ???

Its getting 2x powerful energy weapons for FREE as well as improved turret arc coverage. The only seeming nerf is you won't be able to choose which weapon you want in those 2 hardpoints. But the simple fact that you'll now be saving 32-40 OP that you'll be able to spend on more hullmods/vents/better weapons more than makes up for it.

Plus, those two new weapons are energy so they'll be doing 100% dmg to everything AND they should be benefiting from the more flux = more damage mechanic.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Trylobot on August 14, 2012, 01:37:39 PM
@ "built in" weapons

(http://cdn.memegenerator.net/instances/400x/15050070.jpg)
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: sigvard on August 14, 2012, 01:53:58 PM
Things are looking good on the patch notes, once more. I have to say the onslaught has been my favorite ship of the game thus far, and I'm glad to see it's getting some more attention.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: phyrex on August 14, 2012, 03:05:07 PM
i dont get the onslaught change  ???

Its getting 2x powerful energy weapons for FREE as well as improved turret arc coverage. The only seeming nerf is you won't be able to choose which weapon you want in those 2 hardpoints. But the simple fact that you'll now be saving 32-40 OP that you'll be able to spend on more hullmods/vents/better weapons more than makes up for it.

Plus, those two new weapons are energy so they'll be doing 100% dmg to everything AND they should be benefiting from the more flux = more damage mechanic.

oh, thats not what i meant, i know about the built-in weapon and the repercussion this will have on the ship.
what i dont get is "why ?"

why change the onslaught that way ?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Xareh on August 14, 2012, 03:07:03 PM
'Ang on, is the extra 20-40 OP we'll save from the TPC going to put the elite variant within limit?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Dri on August 14, 2012, 03:38:01 PM
I say the patch should be on hold till David is done with the TPC and Onslaught art. The TPC is gonna be the very first integrated weapon system and we want it to make a good first impression. ;)
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: icepick37 on August 14, 2012, 03:46:05 PM
why change the onslaught that way ?
I believe he's been going back and forth on it for a while, and it's a much requested feature. Plus this helps buff what some see as the weakest of the capitals.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: K-64 on August 14, 2012, 03:52:59 PM
I was under the impression that the fixed weapons were planned all along for the Onlsaught, hence the unique "hardpoints" it had. I guess with systems shaking the table up, adding a little bit more to the Onslaught was only sensible
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Faiter119 on August 14, 2012, 03:54:57 PM
Hoping for some campaign elements after this update. Combat seems pretty finished to me.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 14, 2012, 04:06:49 PM
It's something we went back and forth on very early on, and the Onslaught is one of the first batch of sprites, so it had those weapons baked in - but they just never got replaced with proper hardpoint mounts, and the idea was never resolved either way.

It came up again when implementing systems - some are done as "weapons" under the hood, for example the flare launcher - so that naturally brought up the idea of "weapons as systems". But that's actually pretty awkward, both from a UI and an AI perspective. So it just felt right to add these - so there's a proper way to do something that's now so natural to want to do.

The Onslaught was a good candidate - it could use the boost, and those two hardpoints are the least useful large slots on it. Even more importantly, it adds extra personality to what's a very important ship. (The reason they're energy, btw, is so that having them doesn't skew the kinetic vs high explosive choice for the rest of the mounts.)
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: K-64 on August 14, 2012, 04:13:55 PM
On the topic of weapons, I don't suppose there's going to be a medium-range, high-power, high-flux beam weapon? Like along the lines of Babylon 5's beam weapons (just for an example).

Just curious since beam weapons have always had a special place in my heart for some reason
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Dri on August 14, 2012, 04:31:28 PM
What role does the Phase Beam fill? Just an average damage and flux efficient weapon?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 14, 2012, 04:33:03 PM
It's a possibility. There'll likely be some weapons added here and there - though probably not in the very near future. A high-power beam is potentially problematic, though, since it can't miss and would probably shred fighters a bit too much. The Phase Beam sort of falls into this category for mediums, but I suspect you were talking about large.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: K-64 on August 14, 2012, 04:39:39 PM
I was. Mostly built-in large though. Since, as you said, it would be a problem for fighters. Though I figured if it was mounted on a capital ship designed to house such a weapon, the issue would be less apparent. I mean, yeah, you will still have the nasty-powerful weapon that's rather accurate, but that's a problem you face when charging an Onslaught head-on.

Well, okay, the Onslaught has more than one gun, but the effect is much the same, I think
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Sendrien on August 14, 2012, 06:46:45 PM
Is anyone else having the problem that Heavy Burst Lasers are not for sale on any station? (And particularly not at Corporate HQ)
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: naufrago on August 14, 2012, 07:24:50 PM
Is anyone else having the problem that Heavy Burst Lasers are not for sale on any station? (And particularly not at Corporate HQ)

Heavy Bursts aren't a guaranteed item to be delivered for any of the supply fleets. Like many items, it's completely random when and where you'll find one at a station.

The only ships that equip Heavy bursts by default are the Conquest and one variant of the Vigilance. The Conquest rarely spawns in independent fleets, and I'm not sure what the spawn rate of Vigilances are. Your best bet is to be patient and visit the various stations after supply fleets arrive, or modify the data files to add heavy burst pd to the delivery tables.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Sendrien on August 14, 2012, 10:40:21 PM
Found a typo in the mission description for Random Battle - "Helm the a capital ship..."
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Okim on August 14, 2012, 11:22:43 PM
Loving the BUILT_IN weapons addition as well as terminator drones (though these are OP IMHO).

I assume that built_in weapons are never get 'sabotaged/destroyed' and ships will retain them in any circumstances when salvaged?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 15, 2012, 10:01:02 AM
I was. Mostly built-in large though. Since, as you said, it would be a problem for fighters. Though I figured if it was mounted on a capital ship designed to house such a weapon, the issue would be less apparent. I mean, yeah, you will still have the nasty-powerful weapon that's rather accurate, but that's a problem you face when charging an Onslaught head-on.

Well, okay, the Onslaught has more than one gun, but the effect is much the same, I think

Ah, gotcha. We'll see - what built-in weapons end up on what is largely in David's hands :)


Found a typo in the mission description for Random Battle - "Helm the a capital ship..."

Thank you - fixed that up.

Loving the BUILT_IN weapons addition as well as terminator drones (though these are OP IMHO).

Probably are, enjoy them for now :)

I assume that built_in weapons are never get 'sabotaged/destroyed' and ships will retain them in any circumstances when salvaged?

Correct. No way to get them off the ship or onto another ship, short of possible bugs.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: The Soldier on August 15, 2012, 10:09:45 AM
Is is possible to disable a built-in weapon in battle with enough damage/EMP?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 15, 2012, 10:16:44 AM
Is is possible to disable a built-in weapon in battle with enough damage/EMP?

Same as other weapons: no if hidden, yes if turret/hardpoint. So for the Onslaught's TPCs, yes.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Reshy on August 15, 2012, 11:14:31 AM
Can there be an 'Indestructible' parameter for weapons and engines for modding purposes?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Avan on August 15, 2012, 02:07:26 PM
Oh yay! built-in weapond  ;D

Just in time too, as one of the new ships I'm working on (coming slowly, got a lot of RL stuff going on simultaneously too...) will have one
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Xareh on August 15, 2012, 02:21:26 PM
Oh yay! built-in weapond  ;D

Just in time too, as one of the new ships I'm working on (coming slowly, got a lot of RL stuff going on simultaneously too...) will have one
holy crap
your posts
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Upgradecap on August 15, 2012, 02:23:43 PM
Oh yay! built-in weapond  ;D

Just in time too, as one of the new ships I'm working on (coming slowly, got a lot of RL stuff going on simultaneously too...) will have one
holy crap
your posts

Wut? How is this even possible? Woah.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Faiter119 on August 15, 2012, 02:32:01 PM
Oh yay! built-in weapond  ;D

Just in time too, as one of the new ships I'm working on (coming slowly, got a lot of RL stuff going on simultaneously too...) will have one

NEVER POST ANYTHING AGAIN EVER!
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: K-64 on August 15, 2012, 02:34:46 PM
Don't worry, I have it immortalised
Spoiler
(https://dl.dropbox.com/u/15428102/leet.png)
[close]

Aaaaaanyway... How 'bout them built-in weapons, eh?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: The Soldier on August 15, 2012, 02:40:48 PM
Well, that's...new.  He's got around 1300 posts, in between me and avan.  Oh well, he's just special like that. :D
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: PCCL on August 15, 2012, 03:01:08 PM
now that limited built in weapons are possible... can we have customisable fighters? (all the main weapons can be built in, maybe just let us choose the payload for some missiles)
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Faiter119 on August 15, 2012, 03:06:09 PM
now that limited built in weapons are possible... can we have customisable fighters? (all the main weapons can be built in, maybe just let us choose the payload for some missiles)

Custom fighters would be dreadfully broken. Thunders with Reapers anyone?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: PCCL on August 15, 2012, 03:12:17 PM
maybe not that...

how about more minor things like "would you rather have a harpoon or a sabot on your longbow?" or "would you rather have atropos or reaper + some hullmod for your trident

my point is we can have as much or as little customisation as we want, instead of customise all or customise none
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Blips on August 15, 2012, 08:59:20 PM
I'm loving the constant improvements and additions to the combat and ships Alex, but I'm curious about when we'll start to see the campaign/sandbox aspects of the game fleshed out.

Do you have a rough estimate on when such topics will be receiving some love?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: arwan on August 15, 2012, 09:16:18 PM
see my signature.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 15, 2012, 09:24:54 PM
see my signature.

Yes, that still stands, 100%.


I'm loving the constant improvements and additions to the combat and ships Alex, but I'm curious about when we'll start to see the campaign/sandbox aspects of the game fleshed out.

Do you have a rough estimate on when such topics will be receiving some love?

Soon(tm)? Seriously, though - after 0.53.1a comes out, the next patch will be focused on campaign features. Exactly which features, I won't say quite yet :)
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Verrius on August 15, 2012, 09:39:39 PM
If it has anything to do with managing your own fleet, I will almost certainly kill myself.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: xenoargh on August 15, 2012, 10:08:59 PM
Well, if it makes you happy, probably the first step is to expose a lot of stuff to Java and define the way that system-to-system to travel will work.

BTW, I know it's probably been mused about before, but is system-to-system going to be purely grid-distance or will there be any possibilities of gates, wormholes, etc. that provide swift passage?  I thought that was one of the more charming things about Freelancer; it gave the game a "geography", hidden shortcuts to find and speculate about and doesn't necessarily interfere with using Fuel or having areas that are free-roam Fuel-cost only.  Just a thought, ofc :)
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Dri on August 15, 2012, 11:09:50 PM
Well, that's...new.  He's got around 1300 posts, in between me and avan.  Oh well, he's just special like that. :D

He must have 1337 posts which, in leetspeak, translates to 'leet'.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: The Soldier on August 16, 2012, 07:38:14 AM
Ah, sometimes these forums have such nice features. :)
I can't wait for more campaign features!
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Sendrien on August 16, 2012, 08:12:09 AM
Alex, I'd like to submit the following suggestions for your consideration. The theme of these ideas is to increase the popularity of certain under-used elements in Starfarer.

Hull Mods

Automated Repair Unit - Also grants a slow in-battle repair rate to armor. Reason: This might well be the most under-used hull mod, probably because there is pretty much always always a better use for the OP cost. A slow regen rate for armor would put this mod back on the map, and give omni-shielded ships without 360 degree shield protection the ability to shield their weak spots while their armor slowly repairs.

Integrated Point Defense AI - Reduce OP cost to same level as Advanced Turret Gyros. Reason: This is truly a nice feature for a hull mod, but it's the kind of thing that you'd want to tack on cheaply if you had a few OP to spare.

Insulated Engine Assembly - Also reduces duration of overloaded effect. Reason: Slightly under-used mod as well, decreasing overloaded duration would give players a genuine selection dilemma between this and other mods at similar OP cost.

Ships (alphabetical order)

Apogee - Convert some existing weapon mounts into universal or add universal mounts. Reason: As an exploratory vessel, the Apogee should be more flexible than other ships of its class. This would also solve the current issue that the Aurora dominates the Apogee in almost every way. (i.e. no need to make Apogee more powerful, just emphasize its flexibility)

Astral - Convert 2 small missile mounts into 2 medium missile mounts. Slightly increase OP. Reason: The Astral is slightly underwhelming for its fleet cost. Carriers should be all about projection of long-range power. Having 2 medium and 2 large missile slots would allow the Astral to generate enough long-range threat to warrant the player having to do something about the Astral rather than ignoring it until everything else is disabled.

Conquest - Increase firing arcs of medium and large ballistic mounts to 175 degrees. Reason: Piloting a Conquest is already penalizing in the sense that you only have access to 50% of your firepower at any given moment. As long as the firing arcs are below 180, the Conquest cannot fire all weapons frontally, and 175 degree arcs would allow the pilot to fire continuously between left and right "wings" of the ship when rotating.

Falcon - Increase OP to 110, increase combat speed to 85, reduce fleet cost to 11. Reason: It's hard to justify use of the Falcon once you have access to the Eagle, unless the Falcon presents itself in a totally different way. Just like the Hyperion might be considered a cruiser-strength frigate, we can make the Falcon a destroyer-cruiser hybrid. If you consider the Falcon with these new stats, it starts to feel like a genuine alternative, rather than a gimped Eagle.

Odyssey - Increase the firing arc of the back-most large energy mount to 360 (or close to 360). Also increase flux capacity to 17500. Reason: With its lower shield efficiency and lack of 360 degree shield coverage, the Odyssey is easily overwhelmed by missile spam. The 360 firing arc on one large energy mount allows for a Guardian PD to protect both sides of the ship, allowing for the other two mounts to serve their respective asymmetric functions.

Vigilance - Add 5 OP. Reason: Gives the player a bit more flexibility in customizing the ship.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Catra on August 16, 2012, 08:17:56 AM
there's a suggestions (http://fractalsoftworks.com/forum/index.php?board=5.0) board for exactly this reason :P
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: sdmike1 on August 16, 2012, 08:45:55 AM
umm...
(http://fractalsoftworks.com/wp-content/uploads/2010/11/sf_shot05_thumb.jpg)

when did the paragon start having the HEF system?

this is from the index of the website by the way...
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 16, 2012, 08:47:23 AM
Ignore that :) David's somewhat out-of-date dev version.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Blips on August 16, 2012, 08:52:48 AM
Soon(tm)? Seriously, though - after 0.53.1a comes out, the next patch will be focused on campaign features. Exactly which features, I won't say quite yet :)
I'm quivering with excitement  ;D
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 16, 2012, 08:53:50 AM
Updated patch notes a bit.

Soon(tm)? Seriously, though - after 0.53.1a comes out, the next patch will be focused on campaign features. Exactly which features, I won't say quite yet :)
I'm quivering with excitement  ;D

You have no idea how excited *I* am to start work on this in earnest!
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: BillyRueben on August 16, 2012, 09:09:55 AM
You have no idea how excited *I* am to start work on this in earnest!
A lot?
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: The Soldier on August 16, 2012, 09:12:51 AM
hmm....those patch notes...
"jumper_Standard"
Is that new? :D

EDIT:
Graphics for the TPC?  The release must be getting close - you said the graphics probably wouldn't make it in to this.  :P

EDIT2:
Wait, Thermal Particle Cannon and Thermal Pulse Cannon?  Wut? ::)
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 16, 2012, 09:16:20 AM
hmm....those patch notes...
"jumper_Standard"
Is that new? :D

That's from the Ironclads mod. Used it as a readily-available example.
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: The Soldier on August 16, 2012, 09:18:07 AM
Ah! :)
Anways, ah-hem:
Thermal Particle Cannon and Thermal Pulse Cannon?  Wut? ::)
Title: Re: Starfarer 0.53.1a (In Development) Patch Notes
Post by: Alex on August 16, 2012, 09:19:40 AM
Pulse. Pulse. "Particle" was an initial name for it, and I occasionally revert to using it. Thanks for the catch.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Alex on August 16, 2012, 09:33:55 AM
And, it's out. Link in the OP.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: The Soldier on August 16, 2012, 09:35:39 AM
:D
Well, that was quick.
...
...
...
must...play...vanilla...
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Thaago on August 16, 2012, 09:36:31 AM
Ooooh, shiny captain.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: K-64 on August 16, 2012, 09:38:34 AM
Muhahahahaha. Now I shall laugh evilly for no adequately explained reason
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Uomoz on August 16, 2012, 09:44:09 AM
\o/ yay!
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: The Soldier on August 16, 2012, 09:44:32 AM
Ah, Thermal Particle Cannon strikes again!  In the description of the TPC, says Particle.

This seemed too small a bug to mention in the bugs section, so yes. :)
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: sdmike1 on August 16, 2012, 10:00:57 AM
Gaa, curse you parental controls on my brother's laptop requiring a password to run .exe files!
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Alex on August 16, 2012, 10:03:32 AM
Ah, Thermal Particle Cannon strikes again!  In the description of the TPC, says Particle.

This seemed too small a bug to mention in the bugs section, so yes. :)

Thanks again.

I'm going to release a real hotfix this time - for the built-in weapons bug - so stay tuned.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Alex on August 16, 2012, 10:27:18 AM
And the new build is up. (Fixes bug w/ "strip" and "load variant" permanently removing built-in weapons).
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: arcibalde on August 16, 2012, 10:31:39 AM
YEEEEEAHHHH!!!!!!!1111  ;D
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: mendonca on August 16, 2012, 10:38:52 AM
Awesome.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: icepick37 on August 16, 2012, 10:46:20 AM
Yay release!
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: The Soldier on August 16, 2012, 10:51:58 AM
Now...let campaign begin!
 8)
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: armoredcookie on August 16, 2012, 10:53:36 AM
Thermal pulse cannon pew pew pew!!! :D There goes my afternoon.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Dri on August 16, 2012, 12:43:00 PM
Double woots!

One for the new patch and another for the start of the campaign goodness! ;D
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Faiter119 on August 16, 2012, 12:44:48 PM
Great patch! Lasher with 360 shields is so good! And the new pulse projectiles are awesome.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: WarStalkeR on August 16, 2012, 12:55:42 PM
Patch truly great, IDF Main Caliber weapons with built-in function now can be used as intended ;D
Alex, seeing you how hard and great you working on Starfarer might give me courage to start my own 2d top down spaceships MMORPG project :)
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: TaLaR on August 16, 2012, 01:02:33 PM
TPC seems too good. Lore-wise it's supposed to be outdated, yet in practice it's pretty much heavily buffed autopulse laser. It outperforms all hard flux energy weapons, being the only one with more than 1/1 flux efficiency. Makes me wonder what was the lore-wise reason for developing any other large energy weapons, if they all ended up being inferior to an old prototype...
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Thaago on August 16, 2012, 01:09:34 PM
Well, because they are fixed weapons we have no idea how large they are - they could be 50 OP weapons for all we know :P. The only real question is whether they are overpowered when on the Onslaught - I don't think so, because of how low the ship's flux dissipation is. They certainly make it a beast though! I honestly think the Paragon needs something to keep up - sure it has the Fortress shield, but the Onslaught got a burn drive.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: icepick37 on August 16, 2012, 01:11:25 PM
Eh, I tried killing a paragon and it was no walk in the park. Didn't customize at all, though.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Alex on August 16, 2012, 01:19:34 PM
Well, because they are fixed weapons we have no idea how large they are - they could be 50 OP weapons for all we know :P. The only real question is whether they are overpowered when on the Onslaught - I don't think so, because of how low the ship's flux dissipation is.

Yes, exactly - those are the reasons, both lore and mechanics wise. The TPC takes a large portion of each of the Onslaught's arms, and then some.
Something of the efficiency was lost in the process of refining and miniaturizing energy weapon designs - a good modern-day analogy would be how heat dissipation becomes a bigger problem as computer chips get smaller. But the fact that you don't have to mount the thing on an Onslaught (or have a PC take up most of a large building) is worth the tradeoff.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Xareh on August 16, 2012, 01:23:10 PM
The Elite variant is now within OP....
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Hyph_K31 on August 16, 2012, 02:02:50 PM
The new tempest is quite amazing! :)

I also love the new shape of the pulse laser auto Etc. shots, They look so much more vicious now!
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Dri on August 16, 2012, 02:34:28 PM
This is just great. :)

The Onslaught's new weapons are glorious and its just a pure beast of a ship now. It was a good idea of yours to take some extra time for this supplement patch and really get a lot of things squared away - now you can take a good long time to work on the next patch knowing that everything is in top shape. ;D
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: naufrago on August 16, 2012, 04:44:53 PM
Now to find out if it's save compatible with .53a...
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Alex on August 16, 2012, 05:09:28 PM
The Onslaught's new weapons are glorious and its just a pure beast of a ship now. It was a good idea of yours to take some extra time for this supplement patch and really get a lot of things squared away - now you can take a good long time to work on the next patch knowing that everything is in top shape. ;D

Hopefully there won't be any horrible bugs to ruin that plan :)

Now to find out if it's save compatible with .53a...

Ought to be, though you might run into some of the squashed bugs (flare launchers showing up as weapons, say) if you use an old save.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: stonehand on August 16, 2012, 06:03:29 PM
just wanted to drop in and say that the onslaght is now scary to fight great change and the tempest drone while being op is alot of fun :)
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: silentstormpt on August 16, 2012, 07:33:44 PM
So after this are you planning something special for us Alex?
Like stations or mining or maybe level progression *wink* *wink*
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: YAZF on August 16, 2012, 07:43:27 PM
Pretty sure he said after this patch (and any hotfixes for possible horrific bugs in this patch) he'll be focusing on primarily campaign stuff. We can only guess about what part he'll be working on first as there is a ton of different things he could implement. The fact is I feel as if this part will actually be trickier to work on than the combat.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Verrius on August 16, 2012, 08:04:53 PM
He had better start with character progression or officers. Or something else I didn't spend countless hours and depriving myself of sleep adding.

(The further away those are, the more time I feel special darnit!)
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Sledge Hammer on August 17, 2012, 12:57:39 AM
I installed the new version, but at the end I get a windows message telling the application starfarer install doesnt work any more:
Quote
Problemsignatur:
  Problemereignisname:   APPCRASH
  Anwendungsname:   starfarer_install-0.53.1a-RC5.exe
  Anwendungsversion:   0.0.0.0
  Anwendungszeitstempel:   4b1ae3cc
  Fehlermodulname:   StackHash_9986
  Fehlermodulversion:   6.1.7601.17725
  Fehlermodulzeitstempel:   4ec49b8f
  Ausnahmecode:   c0000374
  Ausnahmeoffset:   000ce6c3
  Betriebsystemversion:   6.1.7601.2.1.0.768.3
  Gebietsschema-ID:   1031
  Zusatzinformation 1:   9986
  Zusatzinformation 2:   9986c1cf251cf260fdaf4bf5073c8967
  Zusatzinformation 3:   7839
  Zusatzinformation 4:   783901a90cb4cadb968f23ca51f9da49
[...]
Sorry that its all in german...

The game was installed fine though...
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: mendonca on August 17, 2012, 01:22:47 AM
(The further away those are, the more time I feel special darnit!)

Whatever happens, you are still special to me, Verrius!  ;D
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: hydremajor on August 17, 2012, 02:06:30 AM
So turns out...The onslaught can have a 0 flux shield upkeep now....
WELP time to introduce negative shield upkeeps !
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Thana on August 17, 2012, 02:57:53 AM
Wow, the new drone on the Tempest makes it a fair amount more powerful now, especially since the drone also works as a point-defence platform. Given in my save I'm flying them (well, I was until I picked up an Apogee for myself) I don't mind too much, but I'm kind of scared about trying to take one on with a frigate now, possibly even a destroyer.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: neonesis on August 17, 2012, 07:19:03 AM
While trying out the new Onslaught, I fought with a Conquest, and well, it looks like its AI still sucks when it comes to broadside.

I mean, it actively used its maneuvering jets to turn itself frontally to my guns.
Unless it's a evasive move to decrease possible damage zone...
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: icepick37 on August 17, 2012, 10:06:36 AM
Oh, Alex. I must say. I was never all that interested in flying the tempest until now. It always seemed so uninteresting for some reason. But now it's sooooo fun. It's a mini carrier! And it's boss.  :D
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Temjin on August 17, 2012, 11:01:22 AM
While trying out the new Onslaught, I fought with a Conquest, and well, it looks like its AI still sucks when it comes to broadside.

I mean, it actively used its maneuvering jets to turn itself frontally to my guns.
Unless it's a evasive move to decrease possible damage zone...

The Conquest has actually used its Reapers against me now with the maneuvering jets. The AI isn't perfect, but the Conquest is fairly well outgunned in that matchup and needs its Reapers to equalize firepower.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: xenoargh on August 17, 2012, 11:22:28 AM
I simply cannot wait to get my hands on this, the new built-in weapon feature all by itself is worth the hassles of finally moving my mod out of the core directories!  Will be downloading and installing it Sunday when I finally have some free time again :)
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: TaLaR on August 17, 2012, 12:23:27 PM
Actually about these reapers on Conquest - is it intended as AI test under difficult conditions ?:) Design is obviously suboptimal (with reasonable outfit ship is able to provide sustained fire from single broadside, interrupting that damage stream to fire very risky reapers is usually not worth it) and very hard to use even for player...
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: neonesis on August 17, 2012, 01:20:10 PM
Actually about these reapers on Conquest - is it intended as AI test under difficult conditions ?:) Design is obviously suboptimal (with reasonable outfit ship is able to provide sustained fire from single broadside, interrupting that damage stream to fire very risky reapers is usually not worth it) and very hard to use even for player...

Honestly, I think that Reapers on this ship are just DUMB. I mean, it's a classic example of full-broadside fire base, so why, why would you turn your entire, giant capital ship, just to fire two unguided torpedoes? It's so much better for the Reapers to be placed on the sides, if at all. Put MIRV on the front, or Atropos guided torpedoes, so that you don't have to turn yourself and aim with your goddamn capital ship!
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: icepick37 on August 17, 2012, 01:23:42 PM
Eh, different play styles, different loadouts.

I do not use reapers myself, though.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Faiter119 on August 17, 2012, 01:26:02 PM
Dual MIRV is great on the Conquest, but with its system, the reapers actually becomes pretty decent as a finisher if you are high on flux.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Temjin on August 17, 2012, 01:37:46 PM
And, it's not just two Reapers. It's four, which is Onslaught-pulverizingly powerful.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Thaago on August 17, 2012, 01:51:01 PM
I love those reapers! They aren't so great in a slug fest, but given the Conquest's speed and the ludicrous amount of ammo, you can afford to spray them into the rear of enemy formations - a lucky hit is a big win. Less luck based, maneuvering behind a distracted Onslaught = a dead Onslaught.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Verrius on August 17, 2012, 01:58:35 PM
Whatever happens, you are still special to me, Verrius!  ;D
Yay! I r speshil
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Vind on August 17, 2012, 03:14:30 PM
Reapers is fine - just unload them on enemy and take a turn to fire with broadside. Of course turrets is best compared to fixed emplacements - you need skill to deploy torpedoes effectively but the result is worth it.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Faiter119 on August 18, 2012, 09:28:37 AM
Also. why does the Omens description indicate that it is supposed to be expensive, when its one of the cheapest ships in the game?
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: The Soldier on August 18, 2012, 09:57:36 AM
Can we get a hint as to what's being worked on?  We know it's campaign, but we want the specifics. :) fficers, characters, etc, or must we wait for a new patch notes? ;D
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: arwan on August 18, 2012, 10:12:48 AM
my telepathy sense is tingling its saying.. yes... yes.. its saying..

Spoiler
we have to wait.  :'(
[close]
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: armoredcookie on August 18, 2012, 11:10:50 AM
Soon(TM)
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Catra on August 18, 2012, 12:06:28 PM
Soon(TM)

soon™
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Tarran on August 18, 2012, 01:23:48 PM
Alex, one interesting thing I noticed: If you install a point defense AI hullmod and the ship has AM blasters... the ship will use the AM blasters in point defense against missiles. Even if the AM is on a hardpoint!

May I suggest a special tag for weapons that will never be used in point defense even with the hullmod? :P
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Alex on August 18, 2012, 01:33:00 PM
Alex, one interesting thing I noticed: If you install a point defense AI hullmod and the ship has AM blasters... the ship will use the AM blasters in point defense against missiles. Even if the AM is on a hardpoint!

May I suggest a special tag for weapons that will never be used in point defense even with the hullmod? :P

Could have sworn I fixed that, but you're right, I didn't. Now it's well and truly... fixed. ("STRIKE" weapons won't ever do PD, even if flagged with PD in weapon_data.csv).


As to campaign stuff: nope, no hints. The suspense has to build for a while, doesn't it? :) I also have to prototype stuff and experiment with a few things. I'm actually working on something right now that is almost definitely not going to be in the next release, but that I want to figure out first to lay down some groundwork.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: BillyRueben on August 18, 2012, 02:06:18 PM
As to campaign stuff: nope, no hints. The suspense has to build for a while, doesn't it?

Flame decals on the Onslaught to make it go faster?
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Xareh on August 18, 2012, 02:42:07 PM
Alex, don't give us patch notes


just one day say 'hai guise, here's starfarer 0.7 or summing' or give us SUSPENSEFUL INFOMASHUN
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: The Soldier on August 18, 2012, 03:06:13 PM
Wasn't asking for patch notes, just anything in general (more specific than "campaign features", at least) about the next update.  This shall keep me up for a few nights now. ;D
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: K-64 on August 18, 2012, 03:07:41 PM
Yesss. Suspenseful stuff. Like "I am most definitely not adding multiple systems" :P
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Xareh on August 18, 2012, 03:09:59 PM
Yesss. Suspenseful stuff. Like "I am most definitely not adding multiple systems" :P
'No character story and faction background lore here' Ivaylo
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Archduke Astro on August 20, 2012, 03:29:07 AM
I just removed fourteen consecutive off-topic posts made overnight. "Red paint," people? [-sigh-]

I am reminding everyone in this thread for the second time (http://fractalsoftworks.com/forum/index.php?topic=3754.msg58933#msg58933) to avoid straying.

If it's directly relevant to content in the current 0.53.1a patch, yes by all means feel free to post it here. If it's not about the current 0.53.1a patch, it doesn't belong in this thread. Of course there is some leeway granted here (we're not ogres) but unfortunately I see that freely giving folks the proverbial inch is resulting in them taking a mile.

Future transgressions in Alex's threads are not going to be so pain-free in the future for those who insist on committing them.

Cluttering up the patch notes / development topics is a hassle for him and it needlessly burns his valuable work time to wade through any comedic hurr-durr'ing or unrelated speculation that's left here. Make a new thread, or post in a different relevant one, on another of our subforums if need be. Thank you.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Mattk50 on August 20, 2012, 03:52:25 AM
if i comment on the above would that count as on topic or should i make another thread for that
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Archduke Astro on August 20, 2012, 04:14:44 AM
if i comment on the above would that count as on topic or should i make another thread for that

Neither. I'd prefer that you just PM me instead, so this rerailed train can stay rerailed. Thanks, Matt.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Alex on August 20, 2012, 07:44:50 AM
If I can take this opportunity to say something related, in a place where hopefully a good number of people will see it:

Please keep threads in the "Bug Reports" section of the forum on-topic. I've got to read and address these every day before I can make any forward progress in development, and lately there has been a lot of going off-topic. The latest example: here (http://fractalsoftworks.com/forum/index.php?topic=3988.0). See other recently-locked threads on that board for more.

Cluttering up this section has a real impact on the time I get to spend actually working on the game. Worse yet, it's harder to keep track of all the issues and make sure I don't miss anything. If you want to say something like "I ran into this bug too", that's fine and actually useful. But going off on a tangent - one that would be absolutely fine in any other section of the forum - is really detrimental there.

Thanks for understanding. Again, this has only become a problem recently, and I'd like to address it before it grows.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Faiter119 on August 20, 2012, 08:37:02 AM
Im really loving the small slot reapers after this update, the fact that they are now just 2 OP (Previous patch) AND that they now have more health so that they dont get shot down to easily makes them my goto missile on most frigates - destroyers. 4000 damage for just 2 OP? YES PLEASE!
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: moontan on August 20, 2012, 08:41:58 PM
found a bug:

i fly 1 Shade, with 2 Medusas and one Tachyon Cruiser.

i like to use the Augmented Engines on the Cruiser for long treks between planets.
but sometimes, the effect of the Augmented Engine do not 'stick'.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Alex on August 20, 2012, 08:43:51 PM
Are you aware that the ship has to finish being refitted before hullmods take effect? This happens instantly if done at a station, but takes a few game days when done out in space.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Mattk50 on August 20, 2012, 09:35:33 PM
I really think the apogee ai should be far less eager to set its sensor drones to free roam... Especially with the apogee's excellent shield that covers their holding pattern. Actually, is there a way to mod out free roam for a specific system, because i'd love to just get rid of it all together because now and then i lose all my drones this way even when piloting it myself.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: moontan on August 20, 2012, 09:50:27 PM
Are you aware that the ship has to finish being refitted before hullmods take effect? This happens instantly if done at a station, but takes a few game days when done out in space.

yes but even at station it doesn't always work instantly.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: WarStalkeR on August 21, 2012, 05:28:52 AM
Alex, can you post please original Engine Styles like LOW_TECH, HIGH_TECH & etc?
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Alex on August 21, 2012, 07:30:27 AM
I really think the apogee ai should be far less eager to set its sensor drones to free roam... Especially with the apogee's excellent shield that covers their holding pattern. Actually, is there a way to mod out free roam for a specific system, because i'd love to just get rid of it all together because now and then i lose all my drones this way even when piloting it myself.

Yeah, there is - uncomment:
Code
#"allowFreeRoam":false,
in drone_sensor.system.

Actually went back and forth on that myself, but decided to leave it in as it's a useful tactical capability for the player, but you're right, the AI loses them way too fast.

Are you aware that the ship has to finish being refitted before hullmods take effect? This happens instantly if done at a station, but takes a few game days when done out in space.

yes but even at station it doesn't always work instantly.

Can you provide a bit more context or, ideally, the steps to reproduce? It seems to work fine in the general case, so it's tough to see what's going on without knowing exactly what you're doing.

Alex, can you post please original Engine Styles like LOW_TECH, HIGH_TECH & etc?

They're in the code, and it's kind of a pain to extract. Here are some of the colors, though:
Spoiler
LOW_TECH:
Engine: 255,125,25,255
Trail: 50,50,50,50

MIDLINE:
Engine: 255,145,75,255
Trail: 100,100,100,25

HIGH_TECH:
Engine: 100,165,255,255
Trail: 100,165,255,25
[close]
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: moontan on August 21, 2012, 11:19:10 AM
Quote
Alex:
Can you provide a bit more context or, ideally, the steps to reproduce? It seems to work fine in the general case, so it's tough to see what's going on without knowing exactly what you're doing.

here's my saved game:
https://skydrive.live.com/embed?cid=EA8691778410F0B6&resid=EA8691778410F0B6%21144&authkey=AOiQQC4NAJEBDqs

in this saved game, i just refitted my ship at the station.
i just left the station after deleting the Augmented Engines and installing Advanced Optics + Accelerated Shield + 1 point in the Flux Vent

the speed of the fleet should be 120/240 but it is still at 130/260
----
edit:
never mind.

i reloaded the game and this time the speed is correctly 120/240.
maybe restarting Starfarer corrected it.

so that saved game i posted might not be of any use to you.
but the bug is there.
i see it all the times.


in any case, it's not a big deal anyway.  :)
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Alex on August 21, 2012, 06:55:22 PM
Hmm. If you can figure out a sequence of steps to reproduce it, could you let me know? Just tried adding/removing aug engines a couple of times, but it seems to be working ok, so I'm clearly not doing the things you're doing.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: moontan on August 21, 2012, 07:36:49 PM
just tried again with the same saved game and it happened again.

this time i refitted in space:
removed the Advanced Optics + the Accelerated Shield, then take off 1 point off the Flux Vent to make 'room' for the Augmented Engines.

i got the message that the TTS Nostromo had completed the refitting.
but the speed got stuck at 120/240.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Psycho Society on August 21, 2012, 11:12:47 PM
Extraordinary. I thought combat was fleshed out over a year ago when the first Alpha was released. Sure as hell you guys weren't finished, though. Love ship systems, love phase ships and all the AI updates you've managed to cram in. Above all I'm excited to see where you guys set this peerless game in the greater scale of an evolving universe, where your actions have meaning. Keep it up, this is something rare you've made here.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Pentakill on August 22, 2012, 01:32:29 AM
I'm looking forward to the questing, mining, story aspect more than anything now. And of course the lvling process of the captains. When it's done, when it's ready, no matter how long it takes, I will be so happy :)

I do wonder though, will the skill/level/mastery cap be high? Cause i'd hate for Alex to put in all this work and we all "beat" the game in a few days or hours :P

Cause if its endless and all that and we have a star-map thats covered up with our systems, enough is enough.

So hopefully we'll start out in the middle of a massive star-map, where small time pirates and cargo and mining ships will roam, and getting our first destroyer will actually mean something and not just be like, okay, now to get into my cruiser. Then after we get either a small fleet of fighters, frigates, and destroyers the next couple systems will have cruisers, better weapons, better minerals to mine, more pirates to attack you. And so on and so on till you get far out with huge fleets of pirates, massive mining and fuel barges and big, tanky, groups of "defender types" for the weaponless miners and such.

Then maybe we can go back into the center and start buying some small stations with the wealth we accumulated on the outer rings. And slowly make a name for ourselves, either fighting pirates, being pirates, being traders, miners, or whatever we want.

I just cant stress enough how slow I want the progression to be, because meaningful games that bring you back time and time again are the ones you had feelings for. When you get that first big ship fully outfitted its a "*** YES" moment, when you lose it to an accident its a "oh god no..." moment. Instead of just, well restart! only took 20 min to get my cruiser!

I know im ranting but
TL : DR
I really hope the progression is meaningful and slow and emotion producing.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Acolnahuacatl on August 22, 2012, 01:41:35 AM
I'm looking forward to the questing, mining, story aspect more than anything now. And of course the lvling process of the captains. When it's done, when it's ready, no matter how long it takes, I will be so happy :)

I do wonder though, will the skill/level/mastery cap be high? Cause i'd hate for Alex to put in all this work and we all "beat" the game in a few days or hours :P

Cause if its endless and all that and we have a star-map thats covered up with our systems, enough is enough.

So hopefully we'll start out in the middle of a massive star-map, where small time pirates and cargo and mining ships will roam, and getting our first destroyed will actually mean something and not just be like, okay, now to get into my cruiser. Then after we get either a small fleet of fighters, frigates, and destroyers the next couple systems will have cruisers, better weapons, better minerals to mine, more pirates to attack you. And so on and so on till you get far out with huge fleets of pirates, massive mining and fuel barges and big, tanky, groups of "defender types" for the weaponless miners and such.

Then maybe we can go back into the center and start buying some small stations with the wealth we accumulated on the outer rings. And slowly make a name for ourselves, either fighting pirates, being pirates, being traders, miners, or whatever we want.

I just cant stress enough how slow I want the progression to be, because meaningful games that bring you back time and time again are the ones you had feelings for. When you get that first big ship fully outfitted its a "*** YES" moment, when you lose it to an accident its a "oh god no..." moment. Instead of just, well restart! only took 20 min to get my cruiser!

I know im ranting but
TL : DR
I really hope the progression is meaningful and slow and emotion producing.


I'd just like to add my support to basically the entirety of this post. I imagine quite a few people here will have played the X series of games (if not, they're pretty good space sims!), which do things roughly this way. That sort of rate of progression is sometimes a little tedious, particularly at the start, but I would certainly say that it's much more satisfying in the long run than just being able to get a destroyer in 10 minutes.

I do vaguely remember Alex writing quite a while back that he wanted the acquisition of a new ship to feel like a significant victory in the actual campaign. But I might be taking that out of context, and I can't even find that quote now.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Pentakill on August 22, 2012, 02:22:30 AM

I do vaguely remember Alex writing quite a while back that he wanted the acquisition of a new ship to feel like a significant victory in the actual campaign. But I might be taking that out of context, and I can't even find that quote now.

Yeah I remember that too, I just hope he sticks with that to the end and really works to integrate it into the game. :) I wanna WORK in my games! xD
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: XpanD on August 24, 2012, 08:07:32 AM
Haven't played the game in a while, so coming back to this from 0.51a is quite awesome.

I am really loving the music, as expected with it coming from such a talented artist and all. The other updates also seem very nice, though I haven't seen that many during my limited time playing just yet. Ship systems and accidents are nice touches I have already come across, though. ;D

As usual, keep up the good work! ;)
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Thana on September 01, 2012, 10:17:03 PM
One thing I'd like the next patch (or a subsequent one) to incorporate is for the hull mod list on the refit screen to contain mouse-over descriptions of the mods so one wouldn't have to look into the hull mod selection menu to remind oneself what they do.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Alex on September 03, 2012, 12:01:12 PM
One thing I'd like the next patch (or a subsequent one) to incorporate is for the hull mod list on the refit screen to contain mouse-over descriptions of the mods so one wouldn't have to look into the hull mod selection menu to remind oneself what they do.

Already in the dev version :)
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Movementcat on September 03, 2012, 03:02:11 PM
Alex maybe an ETA for some new Blog Post / Live Patch notes? :-D
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Faiter119 on September 03, 2012, 03:18:21 PM
Alex maybe an ETA for some new Blog Post / Live Patch notes? :-D

SoonTm
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: The Soldier on September 03, 2012, 03:19:24 PM
SOON(TM) IS NOT ENOUGH!
;D
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Alex on September 03, 2012, 06:02:01 PM
Soonish (tm). Kind of holding off on the patch notes until there's some concrete campaign stuff to mention (don't want it to just be a laundry list of relatively minor stuff, albeit a long one). Likewise, on the blog post - making good progress on the Top Secret Campaign Feature, but not quite ready to talk about it.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: icepick37 on September 03, 2012, 07:04:28 PM
Soonish (tm). Kind of holding off on the patch notes until there's some concrete campaign stuff to mention (don't want it to just be a laundry list of relatively minor stuff, albeit a long one). Likewise, on the blog post - making good progress on the Top Secret Campaign Feature, but not quite ready to talk about it.
You're a good man.  :D  Can't wait to see what it is.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: robokill on September 03, 2012, 07:15:02 PM
I hope the progression is not becoming thing king of the world in 10 hours like some RPGs any way if can go from lasher to onslaught by getting mining drones and playing smart then thats not good, though I might enjoy meditating over coffee as I wait for my hold fills.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Psycho Society on September 03, 2012, 07:34:50 PM
Sweet looking forward to it.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Mattk50 on September 03, 2012, 08:58:50 PM
I hope the progression is not becoming thing king of the world in 10 hours like some RPGs any way if can go from lasher to onslaught by getting mining drones and playing smart then thats not good, though I might enjoy meditating over coffee as I wait for my hold fills.

if theres any mining system i'd hope that the mining bit would be instant for the player. There's no point to keeping them waiting.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: naufrago on September 03, 2012, 09:09:47 PM
I hope the progression is not becoming thing king of the world in 10 hours like some RPGs any way if can go from lasher to onslaught by getting mining drones and playing smart then thats not good, though I might enjoy meditating over coffee as I wait for my hold fills.

if theres any mining system i'd hope that the mining bit would be instant for the player. There's no point to keeping them waiting.

Who knows, maybe you have to do combat with the asteroids because they'll spawn all sorts of alien monstrosities who only want to defend their home/food that you're destroying/mining. At least, the good ones should spawn alien monstrosities. I hear that Inferium is mighty tasty.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Mandabar on September 03, 2012, 10:06:43 PM
Soonish (tm). Kind of holding off on the patch notes until there's some concrete campaign stuff to mention (don't want it to just be a laundry list of relatively minor stuff, albeit a long one). Likewise, on the blog post - making good progress on the Top Secret Campaign Feature, but not quite ready to talk about it.

I love you.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Thana on September 04, 2012, 06:27:12 AM
One thing I'd like the next patch (or a subsequent one) to incorporate is for the hull mod list on the refit screen to contain mouse-over descriptions of the mods so one wouldn't have to look into the hull mod selection menu to remind oneself what they do.

Already in the dev version :)

Yeah, I somehow expected that you'd have considered things like that given your usual track record, but thought I'd mentioned it in case it was one of the fortunately rare things evading your notice.  :)
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Alex on September 04, 2012, 07:36:29 AM
Yeah, I somehow expected that you'd have considered things like that given your usual track record, but thought I'd mentioned it in case it was one of the fortunately rare things evading your notice.  :)

Well, the only reason I added it now was because someone else had mentioned it - so keep on mentioning things :) Good to see you back around, btw.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Thana on September 04, 2012, 11:17:41 AM
Yeah, I somehow expected that you'd have considered things like that given your usual track record, but thought I'd mentioned it in case it was one of the fortunately rare things evading your notice.  :)

Well, the only reason I added it now was because someone else had mentioned it - so keep on mentioning things :) Good to see you back around, btw.

You actually noticed I wasn't around much? Wow, that really does surprise me!  :o

The reason for my absence was kind of simple - real life stuff combined overdosing on the game for a while, plus new versions offering "merely" refinements to the formula rather than big new things. And no, I don't mean this to disparage stuff like adding the specials to all ship hulls or the rather clever system you implemented in regards to exceeding cargo capacity, merely that the campaign mode as a whole has remained largely static. And I'm really excited to hear that's what you'll be working on next.  ;D

Also, message received; I'll keep pointing minor details like this when I notice them in case they are, indeed, one of the things you've happened to miss.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Alex on September 05, 2012, 08:15:50 AM
Ah, it's nothing you need to have an excuse for :)


I'll give you guys a hint about what's next: it involves a previously-inaccessible section of the UI in some way.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Xareh on September 05, 2012, 08:19:29 AM
Ah, it's nothing you need to have an excuse for :)


I'll give you guys a hint about what's next: it involves a previously-inaccessible section of the UI in some way.
So...
it's between outposts, character, officers

HMMM
I'm going for character.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: stonehand on September 05, 2012, 08:20:54 AM
My guess is officers only thing that is greyed out. :)

edit wow how did i never see the other 2 lol
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Faiter119 on September 05, 2012, 08:21:01 AM
Ah, it's nothing you need to have an excuse for :)


I'll give you guys a hint about what's next: it involves a previously-inaccessible section of the UI in some way.

AHA! I knew it!

Options: Character, Officers, Convert, Outposts!

Im really hoping for the Officers. Keep up the great work Alex!
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: The Soldier on September 05, 2012, 08:33:31 AM
Officers first!  Flesh out the more combat-related things first, just continue from there and it'll be easier. :)
And finally, that's the kind of hint I like!
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Gothars on September 05, 2012, 08:45:12 AM
That hint was already given on Twitter last week :)

Quote
Alexander Mosolov [email protected]
To fuel some speculation: it's on one of the formerly-greyed-out tabs.

My bed is on outposts, since there is already graphics for them in the game.

Hey Alex, a question: I noticed the graphics for the tactical map are labeled "warroom", does that mean it represents the character  being in such a command room while looking at that map?

Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: The Soldier on September 05, 2012, 08:56:30 AM
Well, that's what it's called in the tutorial.  It's basically you in your flagship commanding your fleet.  I always took it as that.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: BillyRueben on September 05, 2012, 08:57:31 AM
Character and/or officer abilities I'm hoping. I want my captains to be able to shoot rainbows from their tac lasers and fire pixie dust from their autocannons.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: mendonca on September 05, 2012, 09:01:26 AM
Character and/or officer abilities I'm hoping. I want my captains to be able to shoot rainbows from their tac lasers and fire pixie dust from their autocannons.

That sounds perfectly reasonable, I'm sure it's already noted down somewhere  :D
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Gothars on September 05, 2012, 09:16:07 AM
Well, that's what it's called in the tutorial.  It's basically you in your flagship commanding your fleet.  I always took it as that.

Really? As far as I remember it was only called Command Interface and map, maybe it has been removed.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: The Soldier on September 05, 2012, 09:19:09 AM
I remember it being called the warroom at one point, by hm.  Guess I've been modding a little too much. ;D

And everyone welcome Iscariot!  Parris Island and back, at the "lofty rank of Private."
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Iscariot on September 05, 2012, 09:22:39 AM
Thanks. I've been playing the most recent version and it feels like missiles are way more dangerous than I remember. Or maybe I'm really goddamned rusty and I'm bad with shields now. I like it, anyway. Still haven't messed around with too much phase stuff, to be fair, ship systems in general don't come naturally to me, though I've been getting used to it with the Mule.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: The Soldier on September 05, 2012, 09:26:15 AM
Back up to 800 posts. :)
Ship Systems are helpful, and it's very funny to see an Onslaught go Burn Drive onto a hapless Buffalo. ;D
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Iscariot on September 05, 2012, 09:29:46 AM
Buffalos are WAY less helpless than I remember them. Did Broadswords get nerfed, by the way? I'm sorry if this is not the appropriate place to ask these questions, since this is kind of an accumulation of the patches I missed, but I'm not entirely sure of what specifically is different, though I'm sure that things have changed.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: The Soldier on September 05, 2012, 09:31:30 AM
Well, considering that we've all gone WAYY OT (even Alex, from this patch to talking about the next one), I don't think it's out of place. ;D

I vote for Outposts or Officer development, both would be really nice.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Thaago on September 05, 2012, 09:35:32 AM
The Broadsword stats didn't change, but the AI's handling of the shield did. Now ships will take kinetic on the armor much better and hardly ever overload from broadswords. The AI has a habit of twitching shields up to take HE while letting light kinetic through - its kind of awesome.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Upgradecap on September 05, 2012, 09:45:04 AM
Well, considering that we've all gone WAYY OT (even Alex, from this patch to talking about the next one), I don't think it's out of place. ;D
So, based on that statement, you find it OK to continue the op madness?

funny, because not long ago, Archduke astro and Alex asked you guys to stay on topic.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: The Soldier on September 05, 2012, 11:00:44 AM
well, they seem to be enjoying this, don't mention it. ;D
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: heskey30 on September 05, 2012, 11:46:57 AM
I thought the broadswords used to have dual machine-guns but now only have single ones. That's certainly a nerf if it's true.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: The Soldier on September 05, 2012, 11:57:07 AM
Nope, always had the Light Machineguns.

EDIT:
It's been nearly a month since last patch notes.  A new notes should come out within 1-2 weeks (I've done some simple calculating and on average, new patchnotes come out every month or so since .35)
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Aleskander on September 05, 2012, 07:44:05 PM
Actually they tend to always come out Soon, in About a Week
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Psycho Society on September 06, 2012, 02:34:41 AM
...roughly. This update is where things are gonna get buck wild. You just wait.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Uomoz on September 06, 2012, 02:56:56 AM
Gogo outposts.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Hypilein on September 06, 2012, 07:14:53 AM
Haha, if this gets to be a Whishlist I want Character Developement. We already have an amazing mod for Outposts.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: The Soldier on September 06, 2012, 12:44:57 PM
I just realized this...but how did you get the Built-In weapon for the Onslaught to mirror itself when you put it on?  I see it has only one bas sprite for it. ???
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Alex on September 06, 2012, 12:48:34 PM
I just realized this...but how did you get the Built-In weapon for the Onslaught to mirror itself when you put it on?  I see it has only one bas sprite for it. ???

The weapon is part of the Onslaught sprite - the weapon mount type is set to "HIDDEN". The sprite you see in the weapon tooltip is only used in the tooltip. The weapon glow is symmetrical and so doesn't need to be mirrored. If it did, would just have two weapons with the same name + data, one left and one right.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: The Soldier on September 06, 2012, 12:50:02 PM
Ah.  But I still see the glow, does that happen with all weapons that have glow? (if they're set to HIDDEN)
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Alex on September 06, 2012, 12:55:47 PM
Ah.  But I still see the glow, does that happen with all weapons that have glow? (if they're set to HIDDEN)

Apparently, I lied about it being set to hidden. It's actually set to be a hardpoint, but the weapon doesn't specify a hardpoint sprite ("hardpointSprite":""). The turret sprite IS specified, though, and that's what the tooltip uses.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: The Soldier on September 06, 2012, 12:56:47 PM
Ah, I see.  Thanks, it may come in handy one day for me. :)
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: SwipertheFox on September 06, 2012, 12:58:31 PM
Haha, if this gets to be a Whishlist I want Character Developement. We already have an amazing mod for Outposts.


I agree character Development is HUGE!!!  But... um... Which mod is for the outpost??? I missed that one...
I think???
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Hypilein on September 06, 2012, 01:29:01 PM
Fleet Control. It is the most amazing mod. Includes mining, sending out trading and raiding fleets, producing supplies, fuel, personal and energy to power it all. I think the mod author is called Verrius?
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: SwipertheFox on September 06, 2012, 01:37:30 PM
Fleet Control. It is the most amazing mod. Includes mining, sending out trading and raiding fleets, producing supplies, fuel, personal and energy to power it all. I think the mod author is called Verrius?


Thanks Ill look it up.  I cant get my son off of the game so its been a few weeks since I have been on it.  Thank you again.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Archduke Astro on September 06, 2012, 05:07:54 PM
Well, considering that we've all gone WAYY OT (even Alex, from this patch to talking about the next one), I don't think it's out of place. ;D
So, based on that statement, you find it OK to continue the op madness?

funny, because not long ago, Archduke astro and Alex asked you guys to stay on topic.

well, they seem to be enjoying this, don't mention it. ;D

Wrong. STAY ON TOPIC.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: The Soldier on September 06, 2012, 06:01:39 PM
Well, you were kinda late to the thread.  Oh well, seems to be over.

Anyways, the Tempest had hanger space before this patch?  I never realized it until I saw it mentioned in the patch notes.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: naufrago on September 06, 2012, 07:04:23 PM
Well, you were kinda late to the thread.  Oh well, seems to be over.

Anyways, the Tempest had hanger space before this patch?  I never realized it until I saw it mentioned in the patch notes.

It had enough hangar space for a wing of Wasps, sort of like how the Hound has enough hangar space for a wing of Talons. Now that it has Terminator drones, the hangar space isn't really needed.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: The Soldier on September 07, 2012, 03:38:37 PM
Now that I've seen the front page, I think Alex is going in order on the "Upcoming Features" list.  Character development! :)

EDIT:
Should this even be here?  We've gone through the next patch features so many times in this thread that it seems like this is the only place to post such stuff.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: robokill on September 07, 2012, 06:51:30 PM
Just start a thread please.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: The Soldier on September 07, 2012, 06:55:53 PM
Yea, start a patch notes thread so we can go make make wild speculations!

Quote from: Alex
Let the rampant speculation begin!

;D
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Thaago on September 07, 2012, 08:14:45 PM
I think we should all just chill and let Alex do his thing. He's got to figure out how all of these elements are going to work - by themselves and how they will interact with each other. Giving us notes too early will just lead to disappointment if our favorite feature/detail gets the ax. I would prefer he works things out, codes them up, and then does a bit of testing on his own before he reveals what are going to be game defining decisions. I'm sure he will consider our feedback when the new features hit our screens, he always has.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: The Soldier on September 07, 2012, 08:34:12 PM
Most of the stuff I say is a joke, but I fully agree with Thaago.
Title: Re: Starfarer 0.53.1a (Released) Patch Notes
Post by: Uomoz on September 07, 2012, 10:45:19 PM
I think we should all just chill and let Alex do his thing. He's got to figure out how all of these elements are going to work - by themselves and how they will interact with each other. Giving us notes too early will just lead to disappointment if our favorite feature/detail gets the ax. I would prefer he works things out, codes them up, and then does a bit of testing on his own before he reveals what are going to be game defining decisions. I'm sure he will consider our feedback when the new features hit our screens, he always has.

Old but gold. It has been said plenty times though.