Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
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
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.
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.
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.
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.
Quote from: SapphireSage on March 30, 2019, 09:31:50 PMAll 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.QuoteAlso, although they produce and export metal, fuels, and suppliesThat's will be gone in 0.9.1
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?
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.
yep....huge senseless nerf... Ill just insert my own code again.....Alex was too nerf happy this update so ill fix it myself.
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.