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News:

Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20)

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Author Topic: Starsector 0.9.1a (Released) Patch Notes  (Read 140313 times)

Innominandum

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #885 on: August 31, 2019, 10:45:06 AM »

Is there some setting in the files to change how much rep I lose when I defeat expeditions or a mod that does that?
Not in the base game as far as i know, but I'm new too.

But the mod Nexerelin has this line in its config  "enablePunitiveExpeditions=true", me thinks setting it to false would stop those expeditions.
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Lucky33

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #886 on: October 01, 2019, 01:17:20 AM »

Well the answer to that is to kill bounties more efficiently. If you can use less/cheaper ships, eventually the cost to get to the bounty is much less than the raw salvage from the fight, and the reward is pure profit on top.

I mean obviously - but there's only so efficient you can be when lugging the 4-5 capital ships necessary to take on a fleet of 6+ opposing capital ships for a $300,000 reward.

You can do any bounty at vanilla fleet size (120 DP while outnumbered) and no phaseships/carrier spam whatsoever.
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STOLKAH

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #887 on: December 24, 2019, 03:10:07 PM »

 ;D THANK YOU! <3 <3 <3! enjoying every single second of this Classic!

:) cant thank you all enough for this! appreciate all your effort! #cheers! & merry Christmas!
« Last Edit: December 24, 2019, 03:11:58 PM by STOLKAH »
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RedHellion

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #888 on: January 07, 2020, 10:44:23 AM »

Well the answer to that is to kill bounties more efficiently. If you can use less/cheaper ships, eventually the cost to get to the bounty is much less than the raw salvage from the fight, and the reward is pure profit on top.

I mean obviously - but there's only so efficient you can be when lugging the 4-5 capital ships necessary to take on a fleet of 6+ opposing capital ships for a $300,000 reward.

You can do any bounty at vanilla fleet size (120 DP while outnumbered) and no phaseships/carrier spam whatsoever.

Also, it helps if you wait out bounties until there are a few in the same constellation or at least the same general area - then you maximize your efficiency by doing multiple in a single trip out from the core worlds.
I regularly lug around a fleet of 4 capitals + 4-6 cruisers + 14 destroyers/frigates (plus fleet supply train of cruiser and capital-sized tankers and cargo haulers) for bounties, and even deploying my entire DP allotment for each combat I still almost make back all of my spent supplies. I have to buy most of my fuel again when I get back to the core worlds, but that only eats up around $100k of my $600k+ profit (plus maybe another $50k on a replacement destroyer if one gets disabled in combat and isn't worth recovering after).

It's not as efficient as possible, but I enjoy having and using a larger fleet to crush my opponents - at least I still make a tidy profit from bounties even with a large fleet. I also play with a larger combat size of 500.
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Rasip

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #889 on: January 13, 2020, 01:50:00 PM »


4. Add a way to toggle "White-out" lens flare explosions (hurts my eyes)

In data/config/settings.json:
"enableShipExplosionWhiteout":true, -> change to false

Thank you. The strobe effect when wiping out larger fleets was really starting to hurt my eyes.
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FabianClasen

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #890 on: January 28, 2020, 07:28:10 AM »

I just spent a few days playing this wonderful game again and wanted to give my few cents about the latest changes.
As a long time player since 2014, the way this game progresses feels fantastic. Most of the changes are very welcome and it approaches a finished flair.
While few years back i felt it was necessary to play with mods, because a lot of core features were still under development, i usually find myself just playing the base game nowadays, because it is fun on its own.
Things i have issues with are few, but one example though is the fleet headquarters taking up an industry slot. I feel like this unnecessarily takes from the fun factor of the late game, one of wich was seeing your own empires fleets all over the place. I understand you did this to kind of limit the late game impact of colonies, but i don't think most of the time the fleet headquarters benefits warrant the use of an industry slot, so the change just keeps the players from having these fine large faction fleets flying around.
So my suggestion at this point is to either remove the need for an industry slot (maybe offset by higher sustained cost), or making the headquarter more beneficial by allowing it to spawn expeditions. Maybe having the option to plan and spawn your own Faction-style expeditionary fleets, to attack known pirate/pather bases, or to impair another factions market share of some goods could be a fun addition. That also coincides with the headquarters description of projecting power throughout the sector.
« Last Edit: January 28, 2020, 07:30:18 AM by FabianClasen »
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Megas

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #891 on: January 30, 2020, 06:18:15 AM »

Things i have issues with are few, but one example though is the fleet headquarters taking up an industry slot.
Is this Military Base/High Command?  I dislike it taking an industry slot because all colonies need it for proper colony or system defense (except maybe a system with more than three colonies).  Without bases, player needs to babysit colonies to kill the constant stream of invading fleets.  Patrol HQ is only good for reclaiming stolen relays while player is away from the system.

Meanwhile, core worlds, while they do not need to deal with oversized expeditions, they do need to deal with pirate raids, and they usually fail at stopping them from wrecking their colonies.
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FabianClasen

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #892 on: February 01, 2020, 04:05:30 PM »


Is this Military Base/High Command?

Yes those :)
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