Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Pages: 1 ... 113 114 [115] 116

Author Topic: Starsector 0.8a (Released) Patch Notes  (Read 639180 times)

HELMUT

  • Admiral
  • *****
  • Posts: 1363
    • View Profile
Re: Starsector 0.8a (Released) Patch Notes
« Reply #1710 on: May 23, 2017, 04:13:44 AM »

Quote
If those were the colors used in the game, there would indeed be no problem whatsoever. But they aren't.

Spoiler
[close]

You might want to take a look at it with another monitor than the one you're currently using, because that's definitely not normal.
Logged

AxleMC131

  • Admiral
  • *****
  • Posts: 1722
  • Amateur World-Builder
    • View Profile
Re: Starsector 0.8a (Released) Patch Notes
« Reply #1711 on: May 23, 2017, 04:34:22 AM »

^ Thanks for explaining that way better than I did HELMUT.  ;D
Logged

Histidine

  • Admiral
  • *****
  • Posts: 4661
    • View Profile
    • GitHub profile
Re: Starsector 0.8a (Released) Patch Notes
« Reply #1712 on: May 23, 2017, 05:00:44 AM »

settings.json says:

Code
"yellowTextColor":[255,215,0,255], # ALLY
"textFriendColor":[155,255,0,255], # FRIENDLY
"textEnemyColor":[255,100,0,255], # ENEMY
(comments mine)

I find the current colors readily distinguishable at a glance, but ALLY could stand to be closer to FRIENDLY (since confusing the two is far safer than confusing ALLY for ENEMY). Also the blue channel could actually be used.
Logged

SCC

  • Admiral
  • *****
  • Posts: 4112
    • View Profile
Re: Starsector 0.8a (Released) Patch Notes
« Reply #1713 on: May 23, 2017, 06:24:34 AM »

The space battlefield is still constrained by an artificial box
Your CPU is thankful for not having to render every single ship in both fleets.
Quote
the AI is still inhumanly perfect when it comes to things like timing phase cloak or shields but at the same time is perfectly happy to park a friendly frigate right between your ship's guns and an enemy you're shooting at
There are some things AI can do better and many things it's worse at and making very life-like AI would be too ardours and too hard to spend time trying to achieve it. It's still very good for this kind of game.
Quote
there's still no way of giving more nuanced fleet-wide orders than "full assault" and "full retreat" (maybe something along the lines of "hey guys, we're outnumbered three to one, maybe stick together instead of suiciding into the enemy fleet one by one")
Escort, capture, eliminate, engage, avoid... What exactly would you want? Flanking (which AI does already on its own) or what?
Quote
Edit: Also, are you supposed to be able to recover ships that broke into pieces during the battle?
IIRC yes, it's just harder and ruins ships with D-mods.

zaimoni

  • Commander
  • ***
  • Posts: 110
    • View Profile
Re: Starsector 0.8a (Released) Patch Notes
« Reply #1714 on: May 23, 2017, 10:42:26 AM »

Enemies are RED. Allies are YELLOW. Friendlies are GREEN. What part of those colours are "extremely similar"?

If those were the colors used in the game, there would indeed be no problem whatsoever. But they aren't.
I was going to guess that the problem might have been
Code
"colorblindMode":true
in settings.json, since the colors in the forum post are comparable to the colors used in the game and the forum post colors are distinct.  However, when I tried this no colors obviously changed on a game in progress; only the intro screen was clearly adjusted for red-green colorblindness.  (Blue-yellow is much rarer and I wouldn't expect a color blind setting to work for that.)
Logged

Midnight Kitsune

  • Admiral
  • *****
  • Posts: 2846
  • Your Friendly Forum Friend
    • View Profile
Re: Starsector 0.8a (Released) Patch Notes
« Reply #1715 on: May 23, 2017, 11:34:46 AM »

Enemies are RED. Allies are YELLOW. Friendlies are GREEN. What part of those colours are "extremely similar"?

If those were the colors used in the game, there would indeed be no problem whatsoever. But they aren't.
I was going to guess that the problem might have been
Code
"colorblindMode":true
in settings.json, since the colors in the forum post are comparable to the colors used in the game and the forum post colors are distinct.  However, when I tried this no colors obviously changed on a game in progress; only the intro screen was clearly adjusted for red-green colorblindness.  (Blue-yellow is much rarer and I wouldn't expect a color blind setting to work for that.)
Actually, GraphicsLib has a somewhat experimental colorblindness mode
Logged
Help out MesoTroniK, a modder in need

2021 is 2020 won
2022 is 2020 too

Sordid

  • Captain
  • ****
  • Posts: 313
    • View Profile
Re: Starsector 0.8a (Released) Patch Notes
« Reply #1716 on: May 23, 2017, 12:44:23 PM »

Quote
If those were the colors used in the game, there would indeed be no problem whatsoever. But they aren't.

Spoiler
[close]

You might want to take a look at it with another monitor than the one you're currently using, because that's definitely not normal.

Colors AxleMC131 used in his post: xxxxxxxx

Colors used in the game itself:       xxxxxxxx

If you're having trouble seeing how those are nowhere near the same and how the in-game colors are very similar, you might want to take a look at it on another monitor. It doesn't help that a lot of the UI elements that use those colors are either composed of thin lines (ship bounding boxes) or translucent (screen edge icons). God help you if you find yourself on a map with a brown background.
« Last Edit: May 23, 2017, 01:42:13 PM by Sordid »
Logged

PCCL

  • Admiral
  • *****
  • Posts: 2016
  • still gunnyfreak
    • View Profile
Re: Starsector 0.8a (Released) Patch Notes
« Reply #1717 on: May 23, 2017, 12:50:24 PM »

Also the blue channel could actually be used.

blue is used for dead stuff. Though I imagine those can be shifted to grey without too much issue? note to self to play around with those settings when I get home
Logged
mmm.... tartiflette

Megas

  • Admiral
  • *****
  • Posts: 12117
    • View Profile
Re: Starsector 0.8a (Released) Patch Notes
« Reply #1718 on: May 23, 2017, 12:56:30 PM »

@ Sordid:  Can you be more specific with "more menus to grind", among other things?

For me, more annoying is AI's new fighting quirks, such as kiting like an annoying turtle player in a fighting game unless they have the numbers to swarm and destroy the enemy like a pack of xenomorphs.  Combat is slower paced than before.  So slow that I have resorted to doubling the global combat speed to have something resembling combat during 0.54 to 0.7x.
Logged

zaimoni

  • Commander
  • ***
  • Posts: 110
    • View Profile
Re: Starsector 0.8a (Released) Patch Notes
« Reply #1719 on: May 23, 2017, 02:48:23 PM »

Quote
If those were the colors used in the game, there would indeed be no problem whatsoever. But they aren't.

Spoiler
[close]

You might want to take a look at it with another monitor than the one you're currently using, because that's definitely not normal.

Colors AxleMC131 used in his post: xxxxxxxx

Colors used in the game itself:       xxxxxxxx
That is proof positive it's your monitor/driver combination; this looks typical for a software gamma correction that isn't needed. 
The colors on your monitor are nowhere close to what is requested by SS.
Logged

zaimoni

  • Commander
  • ***
  • Posts: 110
    • View Profile
Re: Starsector 0.8a (Released) Patch Notes
« Reply #1720 on: May 23, 2017, 02:54:49 PM »

I was going to guess that the problem might have been
Code
"colorblindMode":true
in settings.json, since the colors in the forum post are comparable to the colors used in the game and the forum post colors are distinct.
Actually, GraphicsLib has a somewhat experimental colorblindness mode.
I had been holding off on installing GraphicsLib until I had a mod that used it, because of the warnings that it didn't play nice with integrated motherboard graphics (which the six-year-old target machine for SS is using).  If that setting only works with GraphicsLib, that's fine.
Logged

ANGRYABOUTELVES

  • Admiral
  • *****
  • Posts: 592
  • AE ALTADOON GHARTOK PADHOME
    • View Profile
Re: Starsector 0.8a (Released) Patch Notes
« Reply #1721 on: May 23, 2017, 03:08:02 PM »

That is proof positive it's your monitor/driver combination; this looks typical for a software gamma correction that isn't needed. 
The colors on your monitor are nowhere close to what is requested by SS.
Checking in a paint program shows that the colours Sordid is posting are almost exactly the same as the colours in HELMUT's pictures; a burnt orange, and a burnt greenish yellow. Checking on both my mac laptop and my windows desktop shows those same colours. As far as I can tell, those are pretty much the colours as requested by SS. They're certainly far closer to the in-game colours than AxleMC's bright red and bright yellow.
Logged

Sordid

  • Captain
  • ****
  • Posts: 313
    • View Profile
Re: Starsector 0.8a (Released) Patch Notes
« Reply #1722 on: May 23, 2017, 03:09:06 PM »

@ Sordid:  Can you be more specific with "more menus to grind", among other things?

For example the new features, planet surveying and ship recovery/salvage. I get it, gotta give the player something else to do besides just constantly fighting. An alternative way of earning XP and money. Good idea in principle. Thing is, the combat path involves actual gameplay, whereas surveying and salvaging is just clicking through menus. If you choose to be a prospector who avoids combat and goes around scanning things, you remove the interesting part of SS's gameplay and you're left with nothing but the laggy and tedious overworld map navigation punctuated by occasionally clicking through a menu. As far as I can tell those features are a complete waste of everyone's time, the dev's as well as the players'. And sure, you can say "you don't have to do it". That's true, but the development time used to implement these things could have been used to do something more worthwhile instead.

Speaking of the overworld map, that's actually been made worse as well. I don't think I'm alone in hating how laggy and rubberbandy it feels. Instead of working on that and making it more responsive, the dev introduced Sustained Burn. The speed bonus from this is so good that it's basically mandatory to use it, and it makes your fleet feel even more laggy and unresponsive than before. And it stops you for a couple seconds as it activates. Wanna go fast? You gotta wait for that! Same thing with the Active Sensor Burst. Wanna know what's around you? Better stop and wait! So two more things for you to click on that will annoy you every single time you do.

Every new feature seems to just be an item in a menu somewhere or a button to click. While I appreciate the complexity that goes on behind the scenes, clicking menu options and buttons isn't exactly engaging gameplay.

That is proof positive it's your monitor/driver combination; this looks typical for a software gamma correction that isn't needed.  
The colors on your monitor are nowhere close to what is requested by SS.

You do realize I can't sample the colors from my monitor, right? I can't make them appear on your screen the same way they appear on mine. They're are just sampled from game screenshots. That's what they look like in-game. Feel free to take some screenshots and sample them yourself if you don't believe me.
« Last Edit: May 23, 2017, 03:15:58 PM by Sordid »
Logged

BillyRueben

  • Admiral
  • *****
  • Posts: 1406
    • View Profile
Re: Starsector 0.8a (Released) Patch Notes
« Reply #1723 on: May 23, 2017, 03:32:14 PM »

Bummer. Saw the large influx of new posts and hoped it would mean patchnotes.
Logged

Sordid

  • Captain
  • ****
  • Posts: 313
    • View Profile
Re: Starsector 0.8a (Released) Patch Notes
« Reply #1724 on: May 23, 2017, 03:47:50 PM »

Sadly not. Just a crotchety old man complaining about a video game.
Logged
Pages: 1 ... 113 114 [115] 116