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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 351548 times)

Shad

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #210 on: March 31, 2019, 07:03:04 AM »

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.
My issue is more that late game even a fresh colony will have bad loot, as blueprints don't replicate so instead the ruins get nothing.

Quote
Also, although they produce and export metal, fuels, and supplies
That's will be gone in 0.9.1
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Kohlenstoff

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #211 on: March 31, 2019, 12:44:13 PM »

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.

You probably found some outgoing or incoming raiding fleets meeting there when you arrived. Next time, when so much is going on and your fleet has not enough punch, switch off the transponder and wait in the fringe for some days. Raiding fleets don't follow your fleet too long unless you got the transponder telling them who you are.

Alex

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #212 on: March 31, 2019, 01:23:10 PM »

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

Definitely not in the next update, and, hmm, probably not in general. Piracy by the player is another question - but being friendly with the pirate faction is tricky. A lot of stuff in the game assumes you're hostile with them and some things would break down if that assumption is broken. So if anything, things might go more in a "reputation with pirates always locked to -50" direction.
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Ali

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #213 on: April 01, 2019, 12:39:00 PM »

Any chance of a preview of the Prometheus & atlas mrk 2's!!?? ;D
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MajorTheRed

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #214 on: April 01, 2019, 01:36:56 PM »


Definitely not in the next update, and, hmm, probably not in general. Piracy by the player is another question - but being friendly with the pirate faction is tricky. A lot of stuff in the game assumes you're hostile with them and some things would break down if that assumption is broken. So if anything, things might go more in a "reputation with pirates always locked to -50" direction.

Yeah there is already some mechanics which are weird when you play with pirates: you cannot join a fight to help pirate without your transponder on
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eamax

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #215 on: April 01, 2019, 06:26:39 PM »

From my current experiences, I found that the difficulty I had with the fighting became much easier.
With the previous difficulty system if I somehow managed to get strong fast, pick up large ships of great fighting, the bounties also became difficult. Not now, they're easy.
« Last Edit: April 01, 2019, 06:29:15 PM by eamax »
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Alex

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #216 on: April 01, 2019, 06:32:32 PM »

There's a bug (fixed for .1) where the deserter bounties - the ones that are supposed to be the tough ones - use pirate-available weapons and fighters, instead of drawing from their original faction's sets. This makes them woefully under-gunned; probably what you're experiencing.
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Zhentar

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #217 on: April 01, 2019, 06:36:46 PM »

You probably found some outgoing or incoming raiding fleets meeting there when you arrived. Next time, when so much is going on and your fleet has not enough punch, switch off the transponder and wait in the fringe for some days. Raiding fleets don't follow your fleet too long unless you got the transponder telling them who you are.

Ohhhhh yeah I bet it was a returning raiding party. Despite seeing the huge raiding party immediately afterward I didn't put two and two together.


RE: all the 'ships maintaining range' changes....

1. Will they make my Herons less inclined to face tank things? I give them a steady (or even cautious) officer, 1000 range guns like HVD, plus ITU... and they're still regularly closer to the enemy than any other ship.

Spoiler



(the Heron is the glowing chunks, if you can't tell... clearly the station snuck up on it)
[close]

2. Will it make my Conquest better at staying close enough to actually shoot things? It keeps distance like, well, what I want my Herons to do.
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Alex

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #218 on: April 01, 2019, 06:54:02 PM »

Re: Herons - it should help a lot, yeah. I think most of the face-hugging (or just getting into bad positions) by carriers is due to bugs in the "escort" code so the changes there should help.

As far as the Conquest, I can't really say; that's a bit too general. It seems to work ok as far as I know, for values of "ok" adjusted for it being a broadside ship, and that not being something the AI is mainly coded for.
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dragoongfa

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #219 on: April 02, 2019, 11:14:42 AM »

So, I have been put the game aside for two months since the patch notes came out and the Starsector itch has become unbearable, is there a chance for an ETA?
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eamax

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #220 on: April 02, 2019, 04:27:34 PM »

There's a bug (fixed for .1) where the deserter bounties - the ones that are supposed to be the tough ones - use pirate-available weapons and fighters, instead of drawing from their original faction's sets. This makes them woefully under-gunned; probably what you're experiencing.
I'm going through this a bit, but that's not the main thing.
The main thing is that the fleets of ships are small, I own capital ships and the bounties that appear are with well inferior ships.
Few ships and all are small. Rarely has one capital ship, but only one.
« Last Edit: April 02, 2019, 04:29:57 PM by eamax »
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grinningsphinx

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #221 on: April 02, 2019, 05:12:04 PM »

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.
My issue is more that late game even a fresh colony will have bad loot, as blueprints don't replicate so instead the ruins get nothing.

Quote
Also, although they produce and export metal, fuels, and supplies
That's will be gone in 0.9.1


yep....huge senseless nerf...

Ill just insert my own code again.....Alex was too nerf happy this update so ill fix it myself.
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Alex

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #222 on: April 02, 2019, 05:35:33 PM »

So, I have been put the game aside for two months since the patch notes came out and the Starsector itch has become unbearable, is there a chance for an ETA?

Soon :) Hoping to start playtesting in the next couple of days - the changes aren't *too* extensive but extensive enough to warrant more playing than usual for a .1 release.

I'm going through this a bit, but that's not the main thing.
The main thing is that the fleets of ships are small, I own capital ships and the bounties that appear are with well inferior ships.
Few ships and all are small. Rarely has one capital ship, but only one.

Might be because you haven't done many bounties yet and so they're weaker? Hard to say, though. Could also be mod-related if this isn't vanilla.
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Gwyvern

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #223 on: April 02, 2019, 05:54:27 PM »

Quote
yep....huge senseless nerf...

Ill just insert my own code again.....Alex was too nerf happy this update so ill fix it myself.

Here, I'll save you some trouble and recommend a different game that might be better suited to your tastes.
« Last Edit: April 02, 2019, 06:00:34 PM by Gwyvern »
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eamax

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #224 on: April 02, 2019, 06:31:30 PM »

Might be because you haven't done many bounties yet and so they're weaker? Hard to say, though. Could also be mod-related if this isn't vanilla.

It's probably because I did it a few times.
The more times I do, the stronger are they?
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