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Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20)

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Author Topic: Starsector 0.9.1a (Released) Patch Notes  (Read 142500 times)

Alex

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #315 on: April 28, 2019, 10:31:24 AM »

>Improved ship-to-ship pursuit intercept logic over long distances For example side-deployed ships should be more capable of intercepting fleeing enemies
No more ordering them ahead? That's neat. I guess ships have an innate sense of the general vector of ships that go into fog of war now? Not just instantly forgetting about them?

I think they have some memory of that (not 100% sure, tbh) but that's not what's being used here - just whatever visible (due to pursuers from the bottom) ship they're aiming for.

Also i see a lot of autoresolve fixes, does that also cover autoresolving against small/single-ship REDACTED forces?

The various fixes woul apply to that as well, if that's what you mean.


Hmm? I actually don't know what you mean.

  • Flagship selection at the deployment screen instead of the engagement dialogue
  • Right click for flagship selection, left click for deployment
  • Forced flagship deployment (AI can still be toggled)
  • Player controlled phased command shuttle after flagship destruction for self-explanatory command transfer and fun solution for flawed/broken video feed feature

Those things would fix a lot of extremely weird game states which evidently confuse tons of people (observable on youtube, etc.).

http://fractalsoftworks.com/forum/index.php?topic=15105.0

Ahh, right - thank you. Yeah, that was never going to happen for .1 due to the risk of breaking things - but the flagship-selecting through right-click idea, I'd like to keep in mind.



As far as the nanoforge etc drop rates - if making money through those is too easy, then reducing the sell price might be an option, hmm. Although, since industries and ships are more expensive, that money won't quite catapult you into the endgame the way it used to. I don't want to reduce the drop rate; imo these items should usually be findable with a moderate dedication to exploration, and not require scouring the entire Sector.
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GenericBurnerAccount

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #316 on: April 28, 2019, 11:00:27 AM »

Hello I like this game:

Can you add some quality of life fixes:

1. Add a tooltip explaining how item management works: (shift, ctrl, to move different amounts of items)

2. Add a new shortcut key for moving entire inventory (for example, when moving all weapons you have stored from one station into your cargo hold for transport to another station)

3. Add a way to toggle speed up time, rather than just hold shift.

4. Add a way to toggle "White-out" lens flare explosions (hurts my eyes)

5. EDIT In the character level up screen, please add a tip listing the max number of levels (is it 40? or 50?) This helps my build planning.

IF there is a way to do any of these things by editing the files directly, please let me know.

Thanks for the game.
« Last Edit: April 28, 2019, 11:03:12 AM by GenericBurnerAccount »
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Alex

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #317 on: April 28, 2019, 11:09:21 AM »

Hello I like this game:

Thank you! :)

1. Add a tooltip explaining how item management works: (shift, ctrl, to move different amounts of items)

IIRC there's a help popup the first time you open the inventory.

2. Add a new shortcut key for moving entire inventory (for example, when moving all weapons you have stored from one station into your cargo hold for transport to another station)

In data/config/settings.json:
Find "altMouseMoveToMassTransfer":false, and change it to true. Then you can hold down alt and move the mouse around to mass-transfer anything it moves over. It's a bit finicky (in particular in relation to alt-tab being used) and so is turned off by default.

3. Add a way to toggle speed up time, rather than just hold shift.

This is in the .1 update, which'll come out very soon! There's a setting under Settings -> Gameplay tab to set whether shift is a toggle or needs to be held down.

4. Add a way to toggle "White-out" lens flare explosions (hurts my eyes)

In data/config/settings.json:
"enableShipExplosionWhiteout":true, -> change to false

5. EDIT In the character level up screen, please add a tip listing the max number of levels (is it 40? or 50?) This helps my build planning.

It's 50, and btw, it's editable - again, in settings.json:

"playerMaxLevel":50,

Let me make a note to add the maximum level somewhere there. Going to do a skill overhaul at some point, that'll be a good time to work that in.
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Legion0047

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #318 on: April 28, 2019, 11:14:40 AM »

So i absolutely love this game but even the most marginal colony absolutely breaks the economy.

Have you thought about introducing upkeep costs for defense fleets?

Or being able to use Alpha cores as officers of your fleet?
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Alex

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #319 on: April 28, 2019, 12:13:10 PM »

So i absolutely love this game but even the most marginal colony absolutely breaks the economy.

Much of the .1 update is about taking this down a notch or three :) We'll see if it's enough, but, yeah, definitely working to address that.

Have you thought about introducing upkeep costs for defense fleets?

In .1, a "Military Base" will take up an "industry" slot (limited to 1-4 or so based on colony size, does not limit structures like spaceports or orbital stations), so that's an additional opportunity cost for having defense fleets - like extra upkeep, in a sense.

I have thought about upkeep costs for fleets, but I think where that'll really work is for offensive operations. At least, that's what I'd like to to try out in the future - fairly obscene costs for getting your military fleets to other systems.

Or being able to use Alpha cores as officers of your fleet?

:-X
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SCC

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #320 on: April 28, 2019, 12:27:36 PM »

:-X
Considering it, then? Interesting. I'd like to see being able to use items as officers or crew. The former for some AI-centric mods and some skill abuse, the latter to maybe have different factions offer different crew that's good at manning different ships, so that there's some reason to buddy up with any given faction.

Megas

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #321 on: April 28, 2019, 12:41:26 PM »

I expect alpha cores to behave like Cylons or Gollum.  Ultimately untrustworthy entities who will betray you eventually.  Like, suddenly become enemies and try to kill you (or steal your assets right out from under you).

So far, the worst alpha cores can do is act like yandere or clingy jealous girlfriends who do not want you to leave, and given the benefits they give, why would a munchkin player willingly leave his clingy harem of alpha cores?
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Legion0047

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #322 on: April 28, 2019, 01:29:22 PM »


In .1, a "Military Base" will take up an "industry" slot (limited to 1-4 or so based on colony size, does not limit structures like spaceports or orbital stations), so that's an additional opportunity cost for having defense fleets - like extra upkeep, in a sense.

I have thought about upkeep costs for fleets, but I think where that'll really work is for offensive operations. At least, that's what I'd like to to try out in the future - fairly obscene costs for getting your military fleets to other systems.


Yeah but the upkeep of the military base is tiny in comparison to what it does. It should be a lot bigger, at least on higher levels.

This would also incentivice the use of a low tech fleet as the lower upkeep would mean less costs while a high tech fleet would cost more.
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Alex

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #323 on: April 28, 2019, 02:16:37 PM »

Yeah but the upkeep of the military base is tiny in comparison to what it does. It should be a lot bigger, at least on higher levels.

I probably didn't make it quite clear how it works. "Industries" (as opposed to structures) are limited to a low maximum. So, for example, at a size 5 colony, you'd have a maximum of 3. You might go for, say, Farming, Light Industry, and Heavy Industry. If you wanted a Military Base there, you'd have to give up one of the other three - and the significant income that brings. That's what I mean by "opportunity cost" - it may not cost *that* much directly, but it costs a lot more when you consider what it takes the place of.

Plus, the base upkeep of Military Base is higher, too.
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Megas

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #324 on: April 28, 2019, 02:27:47 PM »

Does military base/high command increase Pather interest?

For my next game, I may attempt to avoid pathers because they have been such a pain without the Intel exploit in 0.9a.  (But even with the exploit, they were still annoying.)  That probably means fewer interest increasing industries, which does not leave much left.  But if 0.9.1a limits industries anyway, that may not be problem.

I plan to put military bases on all colonies to see if auto-resolving all major factions still works.  Part of the point of multiple colonies in one system is overlapping defenses (from patrols) to intercept all invaders.  (One military base is not reliable enough.)  I suppose I could make more money by just ignoring military and pay bribes, but paying bribes just does not feel right.  An emperor demands tribute, not pay it!
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Alex

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #325 on: April 28, 2019, 02:37:04 PM »

It doesn't, I believe. Unless you put an AI core in, of course...
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Megas

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #326 on: April 28, 2019, 02:38:52 PM »

@ Alex: I meant no core use.  Thanks.
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Alex

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #327 on: April 28, 2019, 02:40:12 PM »

Yeah, figured. I was just being overly specific for no good reason :)
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Midnight Kitsune

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #328 on: April 28, 2019, 10:25:46 PM »

Alex, I meant the "no more than X number of industries" limit. The one you are adding with .91
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Alex

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #329 on: April 28, 2019, 10:37:52 PM »

Ah! In that case, yes - it's set up like this:

"maxIndustries":[1,1,1,2,3,3,4,4,4,4],

With the index in the array (well, index + 1) being the colony size.

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