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Author Topic: Starsector 0.9a (Released) Patch Notes  (Read 304971 times)

Sebenko

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #750 on: November 19, 2018, 02:33:32 PM »

Possibly related to the Reapers doing excessive damage, just witnessed a pair of Kopesh one-shot an intact hull Dominator.
Ships produced with custom production still have ISS prefixes instead of player faction ones for their initial names.
« Last Edit: November 19, 2018, 03:20:40 PM by Sebenko »
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Sy

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #751 on: November 19, 2018, 03:23:28 PM »

what governs the strength of colony patrols? it shows the size and quality in the colony screen, but i think my numbers look pretty good, as does the rest of the colony. yet it only has two tiny "Fast Picket" patrols, and has had exactly those two for ~half a year now.

i got my doctrine set up, i got max stability, i got great access, i got good ship production, i got a Military Base and a Megaport. but even the occasional mercenary patrols that i've seen spawn from it are much bigger than my colony's own patrols.
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typical heavy patrol supposedly looks like this. except it never spawned anything even close to such a heavy patrol:
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i understand there's some randomness, and patrols can get thinned out by fending off pirates and such, and then will likely need a while to respawn. but i don't think that's what's happening here, because those two tiny patrols i do have are the same as they have been for quite a while, even though the colony had everything i thought it could need to spawn more and/or bigger ones for quite a while too.
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Alex

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #752 on: November 19, 2018, 03:25:56 PM »

@Sy: could you email me your save?

The "typical heavy patrol" thing is way off, btw, but you should still have more than two fast pickets given the colony size and stats.
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Thaago

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #753 on: November 19, 2018, 03:28:09 PM »

I've also noticed that the 'typcial heavy patrol' doesn't take into account the universal colony modifiers (nanoforge and orbital works) when calculating quality.
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Sy

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #754 on: November 19, 2018, 03:35:00 PM »

yup, will do.

edit: wait, what's your email adress? ^^
« Last Edit: November 19, 2018, 03:37:33 PM by Sy »
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Alex

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #755 on: November 19, 2018, 03:41:27 PM »

fractalsoftworks [at] gmail [dot] com

Thank you :)
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Sy

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #756 on: November 19, 2018, 03:45:50 PM »

done
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FooF

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #757 on: November 19, 2018, 04:14:09 PM »

I only have anecdotal evidence but it feels like ships are going down a lot faster. There have been many times I've watched my flagship Hammership crumple like paper under only moderate fire. It didn't feel like this in the previous patch. Was there a change in armor or damage calculation? I doubt it but it does seem like something is off from previous.
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Alex

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #758 on: November 19, 2018, 04:23:42 PM »

@Sy - hmm, this looks normal, at least, a few days after I load up the save, a regular patrol spawns, and 2 pickets + 1 medium patrol is what's expected here.

@FooF - I'll keep an eye out! Possibly related to the issue with Reapers and Sabots seeming like they're doing too much damage in some situations.
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Sy

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #759 on: November 19, 2018, 04:28:29 PM »

alright, i'll see if it improves on my end as well then. although, even 2 pickets and 1 medium patrol seems to me like a rather pathetic defense for that kind of colony, to be honest. ^^
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Flow_Rate

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #760 on: November 19, 2018, 04:46:26 PM »

Hey Alex, I'm really stoked on the new release!

About colony economy:

I have two colonies, one is actually on a planet that is orbiting the other. On the orbital colony (A), I have mining and tech mining and some basic accessibility and military facilities, given it's a high hazard planet but has very rich ore/rare ore/ruins. On the other colony (B), I have refining and industry, as it's low hazard but also low resource. The UI does not show any internal trade, despite A making more than enough ore/rare ore/metal/organics for B.

Maybe they're leveraging nearby exports and imports with a trade differential? (more advantageous to buy+sell than to use internally?) Is there a way for me to figure that out easily?

I'll try to get some screenshots here in a bit.

Also, is the blue symbol on the right that looks like the "import from external sources" to mean "exporting to external sources"? I don't see that symbol in the F1 UI explanation panel.



About combat: I'll echo others that there are a few weapons which seem very powerful right now.
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DrakonST

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #761 on: November 19, 2018, 04:46:37 PM »

About Reapers, it seems not problems of separate rockets, it seems like problems in the "HE" damage mechanics. One Hellbore shot almost kill Lasher.
« Last Edit: November 19, 2018, 04:51:24 PM by DrakonST »
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Alex

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #762 on: November 19, 2018, 04:49:11 PM »

Also, is the blue symbol on the right that looks like the "import from external sources" to mean "exporting to external sources"? I don't see that symbol in the F1 UI explanation panel.

Hmm, not sure what you mean by this?

(As far as the colonies supplying each other, it doesn't really matter where they get the stuff provided they get it. There's a (fixed in dev version) bug that caused a commodity to be shown as being imported from out-of-faction when there's an in-faction source, though, so possibly that's it.)
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The Soldier

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #763 on: November 19, 2018, 05:14:19 PM »

After playing for a while, I realize having the date of events in the intel screen would be rather nice.  I've had so many attempts to attack my colony that I'm unable to tell if the current attempt has failed or not, and having dates would make it much easier.
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Alex

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #764 on: November 19, 2018, 05:15:56 PM »

If it failed, the intel item should say "failed" in the title. Is that not the case somewhere?
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