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Author Topic: Starsector 0.9.1a (Released) Patch Notes  (Read 202216 times)

ANGRYABOUTELVES

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #420 on: May 11, 2019, 07:46:09 PM »

Quote
Culann is run by an alpha core, at least according to Luddic Path.  Alpha core gives +10 to pather interest.  (Did not know that before.)  The administrator appears to be a human with all three skills, but Pathers say it is run by AI core.
Is it calling itself "Second Vegan" for you too? Of course it's vegan, it can't eat, but that just makes me wonder where the First Vegan is.
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Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #421 on: May 11, 2019, 08:43:54 PM »

Little thing but the options menu at planets is listing:

>> (dev) dump memory
>> (dev) options

// the options are greyed out...which is best because I'm just like that Mangalore soldier in Fifth Element who sees the red button on their new rifle...and MUST PUSH IT.

edit:  nope, they are active because I just had to push one.

You've got devMode turned on somehow - well, the only way is via settings.json. These options would not show up otherwise.
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eidolad

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #422 on: May 11, 2019, 08:47:55 PM »

thanks...methinks I will backup current dir and do clean install in fresh dir
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Dark.Revenant

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #423 on: May 11, 2019, 10:43:07 PM »

Buffalo2 and Shrike don't appear to have gotten price revisions.  They seem incredibly cheap for destroyers, comparable more to frigates.
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The Soldier

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #424 on: May 11, 2019, 11:14:40 PM »

Buffalo2 and Shrike don't appear to have gotten price revisions.  They seem incredibly cheap for destroyers, comparable more to frigates.
Alex did say there were a lot of exceptions.  The Buffalo Mk.II feels like one of them, though the Shirke doesn't.
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Histidine

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #425 on: May 11, 2019, 11:53:04 PM »

Quick thoughts:

- New escort order is certainly living up to its promise from the previews.

- So the named lore characters appear ingame now, cool! Shame they don't seem to have any special quests or dialogue. Would that be added in a future version?

- Commerce counts towards industry cap. This is a significant nerf to a structure of already questionable utility; it just adds +1 stability (when you can hit the cap of 10 from other sources quite easily anyway), and adds some convenience for selling off vendor trash.
If it's to stay an industry, perhaps it could generate other benefits. I think a credit income based on the market's trade volume (all commodities) would be nice and fitting.
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Originem

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #426 on: May 12, 2019, 01:07:25 AM »

seems that in hullmod, auto-warp can't handle %s string correctly :-\
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Bastion.Systems

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #427 on: May 12, 2019, 01:45:55 AM »

Loving the Atlas MK2.
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TrashMan

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #428 on: May 12, 2019, 02:24:39 AM »

Looking good so far.
Only 4 industries max, eh? Ouch. :o (I understand why it was changed though.)

Yeah! Kind of has to be a low-ish max limit, otherwise a high colony size still means "get everything"...

I think it might be a bit too low.

You need a BIG planet for "get everything" and a GOOD planet.
Finding one that you can colonize that fits both...very few such planets around.
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Gotcha!

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #429 on: May 12, 2019, 03:30:38 AM »

Also loving the Atlas Mk2. It's downright scary. I bet the pirates are ecstatic about their new toy. ;D

I'm not sure if this is due to randomized numbers, but it appears that the number of clouds in hyperspace have been toned down?
The map I created in 0.9.1a is much, much more traversable than the one I created in 0.9a. I am VERY grateful for this.



The one downside so far: Pather/pirate bases are now truly hidden away. No sneaky peeking into the planet list to see where they're hiding. (Admittedly, this was of course very cheap and obviously unintended.)
I don't mind the pirates, since you can get spacers drunk to find them. But I don't really like the pathers' unavoidable sneak attacks combined with their base(s) being a needle in a haystack.
I think I managed to disable pather cells altogether in the config and that's how it'll stay for the time being.
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Serenitis

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #430 on: May 12, 2019, 03:57:44 AM »

Bloody pirates stole my cargo pods!
Thats new...

I don't mind the pirates, since you can get spacers drunk to find them. But I don't really like the pathers' unavoidable sneak attacks combined with their base(s) being a needle in a haystack.
Pathers get a similar bar event to the pirates now. It just costs you something other than time.
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Dark.Revenant

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #431 on: May 12, 2019, 03:59:05 AM »

I'm not sure if this is due to randomized numbers, but it appears that the number of clouds in hyperspace have been toned down?
The map I created in 0.9.1a is much, much more traversable than the one I created in 0.9a. I am VERY grateful for this.

Yep, that's a very intentional change!
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Schwartz

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #432 on: May 12, 2019, 04:20:17 AM »

Pather bases also aren't as insane with escort fleets as they used to be. Maybe I've just been getting lucky.

I think Pirate bases could do with a little bump, especially later in the game. Lowtech and midline tier 1 is just a fly on the wall at this point.

Do these bases progress, anyway? Would catching a Pather base early allow me to kill it at a lower tier? Because that could be a decent incentive to deal with stuff in a timely fashion.
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Gotcha!

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #433 on: May 12, 2019, 04:25:50 AM »

Pathers get a similar bar event to the pirates now. It just costs you something other than time.
Ah, thanks! That's good to hear.
Yep, that's a very intentional change!
And a very welcome one! Getting to other places is less of a chore now. :)
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Megas

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #434 on: May 12, 2019, 06:16:57 AM »

- Commerce counts towards industry cap. This is a significant nerf to a structure of already questionable utility; it just adds +1 stability (when you can hit the cap of 10 from other sources quite easily anyway), and adds some convenience for selling off vendor trash.
If it's to stay an industry, perhaps it could generate other benefits. I think a credit income based on the market's trade volume (all commodities) would be nice and fitting.
Back in 0.9, Commerce was only useful for the bugs involving infinite money and commodities.  Maybe upkeep is low enough now, but it was not in 0.9 (if not abusing bugs).  It needs some additional benefit to be worth using if it takes an industry slot.

As for a new suggested benefit, how about Military Base (Surplus Store), but without the tariff, if combined with Military Base.  Player can buy some stuff his colony can make, without waiting a month or more for the production orders.

For me, the biggest reason I do not use Commerce is inconsistent defaults for my colonies depending if it has Commerce or not.  If my colony does not have Commerce, it defaults to storage.  If my colony has commerce, it defaults to Open Market.  That is annoying.  Few times, I almost bought or sold stuff because I thought I was in Storage but was in Open Market instead.
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