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Author Topic: Starsector 0.8.1a (Released) Patch Notes  (Read 276625 times)

xenoargh

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Re: Starsector 0.8.1a (Released) Patch Notes
« Reply #450 on: June 08, 2017, 01:58:55 PM »

Nav Relay and ECM / ECCM ratings are both really cool, under-rated systems that reward "garbage ball" fleets, yup.
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StahnAileron

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Re: Starsector 0.8.1a (Released) Patch Notes
« Reply #451 on: June 09, 2017, 09:12:43 PM »

Say, Alex, is there any way to set up officers to continue leveling and getting skills past LVL.20?

Manually setting max level over 20 just gives me a blank skill selection for LVL.21. A workaround I tried by giving officers 2 points per level sorta works. It was fine until I hit late-game where NPC fleets could get LVL.20 officers. The problem here is that certain initial officer skill rolls will result in maxing out 10 skills at level 19, leaving the game to apparently  stall/freeze with the lack of skill selection for LVL.20. (I'm assuming this is the case as the game played fine until the late game when LVL 20 officer in NPC fleets are more common. Reloading the same save would work; it rarely ever froze at the same point, so I imagine it was just RNG with officer generation.) I haven't tested increasing the officer skill-count limit to like 11. (I can't see that working well either since the UI seems to be designed for 10 skills max.)

I know you have your own design intentions for the game, but seeing as skills aren't quite set in stone yet (infrastructure skills have yet to be implemented), I imagine there's gonna be some growth in the skill/leveling system later to account for that.

Also, any consideration for officers to gain fleet-wide and/or Industry skills as well? Fleet-wide skills would be cumulative, the trade-off being the bonuses are individually lower. I mention this since right now, we only have combat officer builds (mostly Direct Combat vs Carrier). I would like to think fleet-support builds would be a viable path in the future when Infrastructure is a thing. (Personally, I would LOVE to off-load some industry skills, like surveying, to an officer if I could considering the player limit of LVL 40.)
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ANGRYABOUTELVES

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Re: Starsector 0.8.1a (Released) Patch Notes
« Reply #452 on: June 09, 2017, 09:23:43 PM »

Say, Alex, is there any way to set up officers to continue leveling and getting skills past LVL.20?

Manually setting max level over 20 just gives me a blank skill selection for LVL.21.
That sounds like a bug. You're changing officerMaxLevel in data/config/settings.json, right? I've set that to 26 and it's working just as you'd expect it to.
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Midnight Kitsune

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Re: Starsector 0.8.1a (Released) Patch Notes
« Reply #453 on: June 09, 2017, 10:46:44 PM »

Say, Alex, is there any way to set up officers to continue leveling and getting skills past LVL.20?

Manually setting max level over 20 just gives me a blank skill selection for LVL.21.
That sounds like a bug. You're changing officerMaxLevel in data/config/settings.json, right? I've set that to 26 and it's working just as you'd expect it to.
Same. I've set mine to 29 and it works fine. (Although any higher WILL crash the game)
Note: What size is your screen?

Edit: Alex, will there be anymore hotfixes do you think? What about a .8.5 version?
Edit 2: Hey Alex, it looks like avast has whitelisted the SS install as I was able to download and run it without adding it to my exclusions or turning off avast
« Last Edit: June 09, 2017, 11:05:42 PM by Midnight Kitsune »
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Deshara

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Re: Starsector 0.8.1a (Released) Patch Notes
« Reply #454 on: June 09, 2017, 11:15:30 PM »

alex when's .9?
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ANGRYABOUTELVES

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Re: Starsector 0.8.1a (Released) Patch Notes
« Reply #455 on: June 09, 2017, 11:26:31 PM »

alex when's .9?
I'm not Alex, but I can tell you right now that he doesn't know. 0.8.1 just released, there's no way to tell when 0.9 will be out.
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Midnight Kitsune

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Re: Starsector 0.8.1a (Released) Patch Notes
« Reply #456 on: June 09, 2017, 11:26:47 PM »

alex when's .9?
Between now and the heat death of the next universe
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Deshara

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Re: Starsector 0.8.1a (Released) Patch Notes
« Reply #457 on: June 10, 2017, 12:34:55 AM »

alex when's .9?
Between now and the heat death of the next universe

oh cool so it's coming out far, far sooner than anybody expects?  :D
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SCC

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Re: Starsector 0.8.1a (Released) Patch Notes
« Reply #458 on: June 10, 2017, 06:18:37 AM »

From my experience destroyers and frigates are near suicidal, engaging cruisers and capital ships without proper support and alone. Is there a reason why they do that? And it's repeated many times, destroyer engaging capital ship alone and dying in an instant (I don't use frigates anymore because of that issue, they die even faster).

Alex

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Re: Starsector 0.8.1a (Released) Patch Notes
« Reply #459 on: June 10, 2017, 08:51:42 AM »

Same. I've set mine to 29 and it works fine. (Although any higher WILL crash the game)

I'm pretty sure that above 29 should no longer hang the game, but there's no point anyway, since officers are limited to 10 skills total and you get that maxed at 29.

Edit: Alex, will there be anymore hotfixes do you think? What about a .8.5 version?

Not planning on either. If a major crash bug comes up, I'd have to do a hotfix, but it'd have to be pretty major at this point.

Edit 2: Hey Alex, it looks like avast has whitelisted the SS install as I was able to download and run it without adding it to my exclusions or turning off avast

Awesome! Thanks again to everyone that reported it to them.


From my experience destroyers and frigates are near suicidal, engaging cruisers and capital ships without proper support and alone. Is there a reason why they do that? And it's repeated many times, destroyer engaging capital ship alone and dying in an instant (I don't use frigates anymore because of that issue, they die even faster).

Hmm - I can't say I've seen what you're talking about. I mean, for capital ships, yes, frigates and to some extent destroyers will get wrecked, but that's why "avoid" is there. For vs smaller ships, though, including cruisers, I really haven't seen a problem - frigates feel super survivable to me whenever I use them (which is all the time).

Probably depends on the type of frigates/loadout/opponents/etc, though. I think what I'm trying to say is less "that doesn't happen" and more "you can probably make it not happen", if that makes sense.
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adimetro00

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Re: Starsector 0.8.1a (Released) Patch Notes
« Reply #460 on: June 10, 2017, 08:54:57 AM »

Alex, what will be the major feature in 0.9?
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StahnAileron

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Re: Starsector 0.8.1a (Released) Patch Notes
« Reply #461 on: June 10, 2017, 09:14:29 AM »

Say, Alex, is there any way to set up officers to continue leveling and getting skills past LVL.20?

Manually setting max level over 20 just gives me a blank skill selection for LVL.21.
That sounds like a bug. You're changing officerMaxLevel in data/config/settings.json, right? I've set that to 26 and it's working just as you'd expect it to.
Yep, in that file. Odd... Maybe I just need to start a new game and do it from scratch. My attempts were on a savegame with which I already had max-level officers. Maybe the bleed-over exp glitched the skill selection somehow *shrug*. The officers I tried to level up had been sitting at 20 for quite some time, so they probably had plenty of excess exp.

Note: What size is your screen?
1920x1200 if it matters.
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SCC

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Re: Starsector 0.8.1a (Released) Patch Notes
« Reply #462 on: June 10, 2017, 11:24:40 AM »

Hmm - I can't say I've seen what you're talking about. I mean, for capital ships, yes, frigates and to some extent destroyers will get wrecked, but that's why "avoid" is there. For vs smaller ships, though, including cruisers, I really haven't seen a problem - frigates feel super survivable to me whenever I use them (which is all the time).

Probably depends on the type of frigates/loadout/opponents/etc, though. I think what I'm trying to say is less "that doesn't happen" and more "you can probably make it not happen", if that makes sense.
It depends on the fact that every ship is happy with engaging just about anything solo. If I could make all my frigates cowards relying on allies to divert enemy attention they'd stop dying and I'd be so happy.
On the realistic note, avoid command applies to every ship, but I want my cruisers to engage the ship.
If that helps you, irritatingly most of my destroyers dies either at the beginning from going after some frigate and dying because suddenly enemies are behind it as well OR when they decide that facehugging a capital is something that will work. The worst is that in the second case, all they'd have to do is to just wait for a big scary ship that's just behind them.
I guess I'll have to spend some battles on the map and learn when AI goes bananas.

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Re: Starsector 0.8.1a (Released) Patch Notes
« Reply #463 on: June 10, 2017, 05:28:38 PM »

In battles against nastier opponents, I've had excellent results in 0.8.1 using a combination of ordering all of the less-survivable ships to escort something tougher and judicious application of engage/eliminate/avoid orders against specific enemies to provide an overall guide and take advantage of local mismatches.

Ideally, the escort pairings make sense, like two Lashers escorting a Hammerhead, or a SO Medusa with a Tempest escort.

This can even be chained, four Lashers escorting two Hammerheads that are in turn escorting a Dominator or something.

At that point, even an unlucky frigate is unlikely to get far enough ahead to become an easy victim, and your fleet can mostly be relied on to take care of itself.
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Althaea

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Re: Starsector 0.8.1a (Released) Patch Notes
« Reply #464 on: June 13, 2017, 05:51:49 AM »

@Alex - the salvage gantry description reads:

"Increases the resources gained from salvaging derelicts, floating hulks, and other such by 10/20/30/40 percent, depending on hull size, up to a fleetwide maximum equal to the salvage difficulty rating."

Since the displayed salvage difficulty rating post-combat or with debris fields and generic derelicts is 0%, does that mean the Salvage Gantry hullmod does not grant a bonus under those circumstances?

If so, are any changes/features planned regarding this system? Since currently, the hull-mod would only be useful outside of the core systems when dealing with Redacted and abandoned stations.

In any case, I'm guessing the +10% bonus from Salvage 3 always applies?
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