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

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Author Topic: Starsector 0.9a (Released) Patch Notes  (Read 468362 times)

Sooner535

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #120 on: June 09, 2018, 10:04:02 PM »

Out of curiosity is there any slight idea of an eta? I’m thinking of playing a campaign before hand and I don’t wanna be in the middle of a game just to need to update lol
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PCCL

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #121 on: June 09, 2018, 10:38:55 PM »

I doubt it'll be out until November at the earliest
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mmm.... tartiflette

Sutopia

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #122 on: June 10, 2018, 01:12:39 AM »

As I'm having discussion in this suggestion thread
I now need to know what do you mean by "quality"
Changes as of June 01, 2018

  • Ship production "quality" is based on many factors and affects the number of d-mods a produced hull will have

Will the d-mods be random just as post-battle recovery?
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Since all my mods have poor reputation, I deem my efforts unworthy thus no more updates will be made.

Carabus

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #123 on: June 10, 2018, 04:08:34 AM »

Does autofitting system for AI fleets support re-autofitting later in fleet lifetime?
For example AI fleet wins a battle, loses some ships, aquires new weapons from both lost ships and destroyed enemies.
Can/will it re-autofit its existing ships using new weapons?
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Sarissofoi

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #124 on: June 10, 2018, 10:17:17 AM »

I doubt it'll be out until November at the earliest

Next update in 15 days!
15 days!!!!!

Alex

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #125 on: June 10, 2018, 10:18:39 AM »

It was always nice in M&B how, even if you were a neutral non-associated guy, some people from a faction might ignore you while others would chase you to the ends of the earth to murder you and yet others might save you from certain doom even though it is not part of their duty, simply because of some earlier interactions you had with them that might have left an impression.

I think it could be possible to get close-ish to that point here, though the larger scale makes it difficult to achieve the same feel. It would have probably worked out well back in the day when we were all crammed together into the cozy corvus system - come to think of it it might be cool to have an extra setting at campaign generation for an even smaller sector size with even fewer systems (and I can imagine some players' computers might be grateful for that, too).

Right, yeah. It's just not something I really want to tack on without a reason. In M&B the lords were pretty central to a lot of things, so it made sense to keep track of reputation etc.

Out of curiosity is there any slight idea of an eta? I’m thinking of playing a campaign before hand and I don’t wanna be in the middle of a game just to need to update lol

You're good; the next thing I'm going to be putting out is a blog post :)

Does autofitting system for AI fleets support re-autofitting later in fleet lifetime?
For example AI fleet wins a battle, loses some ships, aquires new weapons from both lost ships and destroyed enemies.
Can/will it re-autofit its existing ships using new weapons?

It won't do that, no. That would be pretty involved. Also, I I suspect the actual player-facing outcome might often be "why is this thing broken there are weird weapons on this <faction> fleet" :)
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Alex

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #126 on: June 10, 2018, 03:31:07 PM »

I now need to know what do you mean by "quality"
Changes as of June 01, 2018

  • Ship production "quality" is based on many factors and affects the number of d-mods a produced hull will have

Will the d-mods be random just as post-battle recovery?

Oh, hey, somehow missed this. I think it came up in more detail earlier in the thread, but basically it's a per-colony value that determines the number of d-mods ships get. 0% (and below) is most likely to generate 5 dmods. 100% is most likely to generate 0. There's some variance but it's limited, i.e. you won't end up with 3+ d-mods at 100% quality.

Things affecting it include doctrine, items, stability, and possibly a couple of other things.
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Shoat

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #127 on: June 10, 2018, 04:36:57 PM »

Right, yeah. It's just not something I really want to tack on without a reason. In M&B the lords were pretty central to a lot of things, so it made sense to keep track of reputation etc.

Of course. I don't want anything just tacked on, either.
I'll be happy if something like the M&B lords and individual relationships makes it into this game at some point, but if it doesn't because it works poorly in combination with other game mechanics or makes little sense in the context of the game's worldbuilding or just because other better features had priority or what-have-you, I'm not gonna be mad.

This was the first game I ever paid for before it was released and the only one that I still support and believe in. I fully trust you to make the right decisions.
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Alex

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #128 on: June 10, 2018, 04:52:04 PM »

Thank you for your understanding and support, I really do appreciate it :)
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Sooner535

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #129 on: June 10, 2018, 05:19:06 PM »

It was always nice in M&B how, even if you were a neutral non-associated guy, some people from a faction might ignore you while others would chase you to the ends of the earth to murder you and yet others might save you from certain doom even though it is not part of their duty, simply because of some earlier interactions you had with them that might have left an impression.

I think it could be possible to get close-ish to that point here, though the larger scale makes it difficult to achieve the same feel. It would have probably worked out well back in the day when we were all crammed together into the cozy corvus system - come to think of it it might be cool to have an extra setting at campaign generation for an even smaller sector size with even fewer systems (and I can imagine some players' computers might be grateful for that, too).

Right, yeah. It's just not something I really want to tack on without a reason. In M&B the lords were pretty central to a lot of things, so it made sense to keep track of reputation etc.

Out of curiosity is there any slight idea of an eta? I’m thinking of playing a campaign before hand and I don’t wanna be in the middle of a game just to need to update lol

You're good; the next thing I'm going to be putting out is a blog post :)

Does autofitting system for AI fleets support re-autofitting later in fleet lifetime?
For example AI fleet wins a battle, loses some ships, aquires new weapons from both lost ships and destroyed enemies.
Can/will it re-autofit its existing ships using new weapons?

It won't do that, no. That would be pretty involved. Also, I I suspect the actual player-facing outcome might often be "why is this thing broken there are weird weapons on this <faction> fleet" :)

Alright, thanks Alex.
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ompalainen

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #130 on: June 11, 2018, 02:08:59 AM »

So nice to see an update. Keep up the good work Alex. Cant wait until 0.9 comes out, guess ill have to send the wife and kids on some trip. :)
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Histidine

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #131 on: June 11, 2018, 06:03:47 AM »

I've wanted fleet officers to be "recycled" and appear again with reputation persistence, not for any behavioral effects (although those would be nice too) but simply because it'd be neat for the player to open the comm link and go "oh we've met before". Kind of a "make the Sector feel more alive/real" thing.
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Morbo513

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #132 on: June 11, 2018, 07:03:43 AM »

I've wanted fleet officers to be "recycled" and appear again with reputation persistence, not for any behavioral effects (although those would be nice too) but simply because it'd be neat for the player to open the comm link and go "oh we've met before". Kind of a "make the Sector feel more alive/real" thing.
Yeah - The whole thing that gave me the impression that it'd be an eventual feature is that when say a fleet caught you with the transponder off, you'd lose reputation with its captain as well as their associated faction. I'm not sure if that's even still a thing in 0.8 though, but yes - at the bare minimum functionality it'd simply be an immersion thing. The next step up is if their disposition towards you, independent of that of their faction, changed gameplay in some way. If negative; Extorting you if you're significantly weaker, following you into hyperspace or the far reaches of their sector to try to kill you away from prying eyes, or if positive, jumping in a battle to help you against a faction theirs is neutral towards, escorting you through their sector if your fleet is weak, there are a lot of possibilities there. Then there's stuff like influencing the politics of a faction or alliance, playing them off against each other or going out of your way to help ensure the stability of a faction. All that said, the question is if such systems were created, would they be fully fledged, and would it be worth any effort if not? I think there'd be a lot of room for this sort of stuff within Starsector's gameplay, but I understand if it doesn't fit within the constraints of time/resources/development. We've already got honestly one of the best games I've played
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SafariJohn

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #133 on: June 11, 2018, 07:19:42 AM »

I've wanted fleet officers to be "recycled" and appear again with reputation persistence, not for any behavioral effects (although those would be nice too) but simply because it'd be neat for the player to open the comm link and go "oh we've met before". Kind of a "make the Sector feel more alive/real" thing.

To help display that, previously met fleet's could show their commander's name. "XYZ's Hegemony Patrol"
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Arkar1234

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #134 on: June 11, 2018, 08:05:28 AM »

If I remember correctly, there was this bug where friendly fighters can be hit by friendly fire if their engines get flamed out.

Has that been addressed? Or did I do a dumb here an missed it in the previous patchnotes.
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Somewhere... somehow... some when.... there's a Kantai Collection mod for Starsector.....
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