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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 0.9.1a (Released) Patch Notes  (Read 351590 times)

Alex

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #195 on: March 25, 2019, 08:02:42 PM »

RE: "Escort Behavior Overhauled" - one of the things I've noticed happening is that when I order a carrier to escort my flagship (usually a drover, with a frigate or destroyer flagship), the carrier does a reasonably good job of following me, but the "fighter escort" is nowhere to be seen... if anything, it feels like the carrier's fighters are actively avoiding me & my targets.

Right - an escort order for a carrier doesn't mean it should escort the ship with its fighters.

When I pick up officers past my officer limit, I can't see what their disposition is, makes it hard to know who I should dismiss.

This is addressed for .1, yeah!


Fleet log entries don't go away after you've discovered whatever they were about, making it hard to figure out which ones haven't been acted upon yet.

Yep, for the moment it's "how it works" but, yeah, less than ideal.


Oh yeah, one more... while the commodity "best places to buy" and "best places to sell" tooltips are fantastic, I really want one more piece of info: closest places to buy.

I've got a noted about this somewhere - let me see if I can work it in. Might not be able to for .1, though.


I set up a colony in a low danger beacon system. Apparently having seen a couple REDACTED frigates 3 cycles back (which were of course immediately destroyed) means I have a permanent -10% accessibility penalty for a hostile faction? And possibly the same for the neighboring system that had one redacted frigate and not even a warning beacon...

This isn't related to what is or isn't in the system: it's based on your relationship with other factions, INCLUDING Pirates and Luddic Path. If they're hostile to you, all of your colonies get an Accessibility penalty. (Presumably this is to communicate that off-screen & outside of playable gameplay, some trade fleets between your systems and elsewhere are attacked by said pirates/LP/any other factions you're hostile with.)

Yeah, exactly. (Also, conceptually, it covers more stuff like intimidation, possible trouble with customs at other places if they trade with you, etc. There's just a wide range of potentially applicable in-fiction causes.)
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Zhentar

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #196 on: March 26, 2019, 07:12:43 AM »

RE: "Escort Behavior Overhauled" - one of the things I've noticed happening is that when I order a carrier to escort my flagship (usually a drover, with a frigate or destroyer flagship), the carrier does a reasonably good job of following me, but the "fighter escort" is nowhere to be seen... if anything, it feels like the carrier's fighters are actively avoiding me & my targets.

Right - an escort order for a carrier doesn't mean it should escort the ship with its fighters.

This seems.... not particularly useful, since most carriers can't offer much of an escort by themselves. Is there a way to explicitly order fighter or longbow bomber escorts? (I also thought it explicitly said "fighter escort" somewhere but now I don't see that so I guess it was my imagination)

I set up a colony in a low danger beacon system. Apparently having seen a couple REDACTED frigates 3 cycles back (which were of course immediately destroyed) means I have a permanent -10% accessibility penalty for a hostile faction? And possibly the same for the neighboring system that had one redacted frigate and not even a warning beacon...

This isn't related to what is or isn't in the system: it's based on your relationship with other factions, INCLUDING Pirates and Luddic Path. If they're hostile to you, all of your colonies get an Accessibility penalty. (Presumably this is to communicate that off-screen & outside of playable gameplay, some trade fleets between your systems and elsewhere are attacked by said pirates/LP/any other factions you're hostile with.)

Yeah, exactly. (Also, conceptually, it covers more stuff like intimidation, possible trouble with customs at other places if they trade with you, etc. There's just a wide range of potentially applicable in-fiction causes.)

Ahhhh! okay, that makes much more sense. Though the current presentation feels a bit opaque, I don't have any simple ideas for improving it.


edit: oh yeah, one other thing - it would be nice if there was a way to see which known systems have active comm beacons in them (or least which ones my faction controls, since I'm the only faction turning on comm beacons in the middle of nowhere anyway)
« Last Edit: March 26, 2019, 07:16:11 AM by Zhentar »
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Alex

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #197 on: March 26, 2019, 07:55:46 AM »

This seems.... not particularly useful, since most carriers can't offer much of an escort by themselves. Is there a way to explicitly order fighter or longbow bomber escorts? (I also thought it explicitly said "fighter escort" somewhere but now I don't see that so I guess it was my imagination)

No, there's no way to directly control fighters, aside from a "fighter strike" order, which is offensive and targeted at an enemy ship.
As far as a carrier being set to escort something, it's more about the carrier providing fire support and using the ship it's "escorting" as a shield; probably better to think of it as two ships teaming up rather than a carrier specifically defending the other ship.
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MajorTheRed

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #198 on: March 26, 2019, 08:04:44 AM »

This seems.... not particularly useful, since most carriers can't offer much of an escort by themselves. Is there a way to explicitly order fighter or longbow bomber escorts? (I also thought it explicitly said "fighter escort" somewhere but now I don't see that so I guess it was my imagination)

No, there's no way to directly control fighters, aside from a "fighter strike" order, which is offensive and targeted at an enemy ship.
As far as a carrier being set to escort something, it's more about the carrier providing fire support and using the ship it's "escorting" as a shield; probably better to think of it as two ships teaming up rather than a carrier specifically defending the other ship.

Carrier behavior could probably benefit from hints depending on its wings. Interceptor-> Escort friendly ships, Fighter + bomber -> Engage frigates and destroyer; torpedo bomber-> engage cruisers and capital, etc...
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Tartiflette

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #199 on: March 28, 2019, 10:36:42 AM »

What? The forum gets closed for nearly 48h and there isn't a 0.9.1 release when it gets back up?  >:(
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SCC

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #200 on: March 28, 2019, 10:38:15 AM »

Oh man, we got our hopes up for nothing. Surely nothing this ominous could be just an accident!

Zhentar

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #201 on: March 28, 2019, 05:18:23 PM »

This seems.... not particularly useful, since most carriers can't offer much of an escort by themselves. Is there a way to explicitly order fighter or longbow bomber escorts? (I also thought it explicitly said "fighter escort" somewhere but now I don't see that so I guess it was my imagination)

No, there's no way to directly control fighters, aside from a "fighter strike" order, which is offensive and targeted at an enemy ship.
As far as a carrier being set to escort something, it's more about the carrier providing fire support and using the ship it's "escorting" as a shield; probably better to think of it as two ships teaming up rather than a carrier specifically defending the other ship.

'teaming up' is exactly what I want though, and I'm not getting it. I want the carrier's fighters to intercept enemy fighters & missiles while I'm recklessly charging in to exploit openings, and I want the carrier's longbows to help create those openings. Instead I'm teaming up with the enemy to lure a defenseless drover away from the rest of the fleet and its fighters, protected by nothing but a frigate piloted by a highly distractable suicidal madman.
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Alex

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #202 on: March 28, 2019, 05:40:45 PM »

Telling a carrier to escort a frigate is pretty much not going to work, yeah. Any time you're ordering a slower ship to escort a faster one, that's just asking for a lot of trouble. I get that you'd like a "fighter escort" to happen in the case you're describing, but that's not how it works, so I wouldn't expect it to work that way, if that makes sense :)
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Zhentar

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #203 on: March 28, 2019, 09:54:57 PM »

Yeah, I get what you're expecting now, I'm just saying you're wrong I disagree. If I limit myself to cases where the carrier is the faster ship and the carrier itself can make a meaningful contribution without its fighters/bombers I get.... Legions escorting Atlas's? Maybe Moras escorting Enforcers? Seriously though, ordering carrier escorts works out how I want it to but only so long as the escortee is big enough for the fighters to autonomously consider it worthy of hanging out with. I'm fielding carriers because of their fighters, I want my orders to apply to their fighters at least as much as I want them to apply to the carrier, and they do - so long as it's not an escort order.
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eamax

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #204 on: March 29, 2019, 04:42:17 PM »

This happened to me too, my Cruiser did this.
I commanded to follow me, after a while he moved away.

I did fix a few related issues for .1, - hopefully it'll help.


Btw, welcome to the forum, to both of you!

Thanks, I'm glad to see that the next version of the game will come soon. I love the game.

The only thing I would like is that the saving function is a bit more reliable, I get scared every time I press save.

btw thanks for "campaign time speed-up button is a toggle"
« Last Edit: March 29, 2019, 04:50:38 PM by eamax »
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Alex

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #205 on: March 29, 2019, 04:47:20 PM »

Yeah, I hear you. Just FYI - there are backups of the save files in each save's folder, in case you weren't aware.

(And the .1 release should fix all the save/load related issues that I'm aware of...)


Yeah, I get what you're expecting now, I'm just saying you're wrong I disagree. If I limit myself to cases where the carrier is the faster ship and the carrier itself can make a meaningful contribution without its fighters/bombers I get.... Legions escorting Atlas's? Maybe Moras escorting Enforcers? Seriously though, ordering carrier escorts works out how I want it to but only so long as the escortee is big enough for the fighters to autonomously consider it worthy of hanging out with. I'm fielding carriers because of their fighters, I want my orders to apply to their fighters at least as much as I want them to apply to the carrier, and they do - so long as it's not an escort order.

Hmm, I'm not sure why the carrier would need to make a contribution *without* its fighters/bombers. Keeping fighters escorting another ship - rather than sending them out at a vulnerable target, which is what the AI tries to do - is often a waste. But, in any case, I understand what you're saying as far wanting to be able to escort specific ships; occasionally that's useful. However, it's also very situational, and doesn't play nice with - say - also wanting to have an actual escort on the same ship. On the balance, I don't think it's something I want to delve into, though I might end up looking more at it at some point.
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Zhentar

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #206 on: March 30, 2019, 01:23:38 PM »

To be clear, I'm not asking that fighters do something significantly different than they do now, like pretend to be xyphos or something, I just want them to prefer to doing their fighter-y things near their escortee over doing it two screens away.



Regarding the patrol/pirate combat fleet spawn interval.... I'm currently going after a remote pirate base at least 20ly away from the core systems, and there were at least 6 "armada" sized pirate fleets in Hyperspace surrounding it. I'm not sure that reducing the spawn interval from 1 week to 2 weeks is going to be enough by itself...


Edit: took our 3 or 4 before running out of CR, hiding in an asteroid belt to recover...


I think there are 13 fleets total there.
« Last Edit: March 30, 2019, 01:57:27 PM by Zhentar »
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Zhentar

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #207 on: March 30, 2019, 03:39:13 PM »

So it's good that smaller ruins are getting their finds buffed, but are Vast Ruins finds staying the same?? My first month's haul  :o :o :o



edit:  is it just the first month that's insane? because month #2 was quite disappointing in comparison

edit 2: does the 30 pirate fleet limit apply to bases sending raiding parties to player colonies? Because I count 23 of them present.
« Last Edit: March 30, 2019, 05:09:08 PM by Zhentar »
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SapphireSage

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #208 on: March 30, 2019, 09:31:50 PM »


Re: First month's haul.


That's actually a very lucky first month's haul. But yes, Vast ruins typically pay off large dividends on the stuff you typically go out into the fringes for such as blueprints, nano forges, and synchrotrons.


edit:  is it just the first month that's insane? because month #2 was quite disappointing in comparison


All tech mines do have diminishing returns though, with the exception of their production in supplies, fuel, metals, etc. So you'll get less of the good, rare stuff each month until you'll want to abandon them.
Also, although they produce and export metal, fuels, and supplies their export levels are stagnant and do not grow with population so later on in a permanent colony you're better off to replace them as they'll get out numbered in (the logarithmic) exports by the specialized industries which do scale with population.
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Ali

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #209 on: March 31, 2019, 06:40:23 AM »

Will pirates be more supported in next update? Pirate commissions / prevent pirates from reducing stability when aligned with them? Have pirate friendly bounties?
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