Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Pages: 1 ... 22 23 [24] 25 26 ... 62

Author Topic: Starsector 0.9.1a (Released) Patch Notes  (Read 351682 times)

goduranus

  • Admiral
  • *****
  • Posts: 925
    • View Profile
Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #345 on: May 03, 2019, 06:50:49 PM »

what is holding back the released candidates? How come we often get to RC 6 or RC 10 before we see a release?

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23988
    • View Profile
Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #346 on: May 03, 2019, 07:07:48 PM »

what is holding back the released candidates? How come we often get to RC 6 or RC 10 before we see a release?

Generally speaking, more testing (of an actual, properly installed version rather than a dev one launched from the dev environment) and bugs found/fixed.
Logged

Tantalum

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #347 on: May 03, 2019, 09:06:49 PM »

what is holding back the released candidates? How come we often get to RC 6 or RC 10 before we see a release?

Generally speaking, more testing (of an actual, properly installed version rather than a dev one launched from the dev environment) and bugs found/fixed.

Proper QA, Regression and Conformance, Prod Rolls? What is this, a team that knows what they are doing!?
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23988
    • View Profile
Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #348 on: May 04, 2019, 09:54:15 AM »

Hah! I don't know that I'd go quite that far, but at least I'm pretty paranoid about things that "shouldn't break" breaking :)
Logged

Rap1d

  • Ensign
  • *
  • Posts: 49
    • View Profile
Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #349 on: May 04, 2019, 01:02:22 PM »

Quote
Combat carriers outfitted with only PD or missile weapons will no longer try to fight at close range

    Further, removed COMBAT tag from the Drover and the Heron

Holy *** this change is so good. Apart from my main ship that I control, Drovers and Herons are pretty much always the main part of the fleet I use, and even with timid officers and even when ordered to stick to a waypoint way, way at the bottom of the combat screen, sometimes they would just straight up suicide. They would just wander of into the middle of the battlefield, against my orders to stick to a waypoint  at the bottom, and just fly into the battle.

What I did to combat this issue, was to order them to retreat right as I noticed they were on their suicide journey. The AI seems to stick to the "retreat" command way better than they stick to their waypoints, or any other commands really.
Logged

goduranus

  • Admiral
  • *****
  • Posts: 925
    • View Profile
Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #350 on: May 04, 2019, 03:56:36 PM »

You could also remove the weapons from the carriers, and they will behave like non-combat ships.

Rap1d

  • Ensign
  • *
  • Posts: 49
    • View Profile
Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #351 on: May 04, 2019, 05:24:11 PM »

Quote
You could also remove the weapons from the carriers, and they will behave like non-combat ships.

Do they need to have no weapons at all, not even missiles? I only ever have PD weapons and salamander missiles on them.
Logged

goduranus

  • Admiral
  • *****
  • Posts: 925
    • View Profile
Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #352 on: May 04, 2019, 10:10:40 PM »

yeah no weapons at all except fighters.

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile
Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #353 on: May 06, 2019, 10:06:09 AM »

So Alex, how's the new trailer coming along? :)

(I mean, RCs can't take that long, right?)
Logged
 

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23988
    • View Profile
Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #354 on: May 06, 2019, 10:12:45 AM »

I am still building new RCs as minor issues crop up, but, yeah. There's some webserver stuff that needs fixed as well. Hopefully very soon :)
Logged

Cyan Leader

  • Admiral
  • *****
  • Posts: 718
    • View Profile
Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #355 on: May 06, 2019, 12:19:49 PM »

RC20+ incoming.
Logged

The Viking Crusader

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #356 on: May 06, 2019, 04:16:05 PM »

What is an RC? long time stalker first time poster
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23988
    • View Profile
Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #357 on: May 06, 2019, 04:25:35 PM »

Welcome to the forum :) Edit: or, I should say, welcome to posting on the forum.

An RC is a "release candidate", meaning a build I made that *may* be ready for release (in this case, 0.9.1a), but that will undergo some more testing as a "properly installed, with dev mode off" build etc (rather than me launching the game from the dev environment).

Usually a few more problems will come up, get fixed, and this leads to a new RC being built. So for example if you see the release have a version number like "0.9.1a-RC7" that means there were 6 preceding candidates built that didn't quite make the grade.
Logged

Dri

  • Admiral
  • *****
  • Posts: 1403
    • View Profile
Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #358 on: May 06, 2019, 07:27:33 PM »

Just how different is the dev mode environment from a proper install? What are some common issues that crop up when going into the install?
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23988
    • View Profile
Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #359 on: May 06, 2019, 07:35:49 PM »

Different resource paths and obfuscation, plus it's testing that nothing went wrong during the installer build process. Generally speaking the bugs I find are not related to it being a "proper" install, though those do come up occasionally too. It's rare enough that I don't recall the details of any specific case. Still, the second I don't do this kind of testing is the second one of those will come up :)
Logged
Pages: 1 ... 22 23 [24] 25 26 ... 62