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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Author Topic: Starsector 0.9.1a (Released) Patch Notes  (Read 89979 times)

Awe

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #510 on: May 17, 2019, 10:17:06 AM »

I have expeditions to deal with if I have a colony that has anything other than farming or tech-mining.

And do you really need something special early on? ;)
Mining? In current game doesnt triggered anything for 1.5 years. Just easy 40k/month(at 4 size). Must have asap.
Farming? Dont have any currently. And dont remember raids from previous game. Was like 60k/month at 7 size colony. Definitely must have.
Light industry? Trigger raids from time to time. Even because of organic production. Not sure about Pathers. Didnt test it alone. Probably can be build asap too.
Heavy industry? Trigger raids, attract Pathers. In current game barely profitable at 200% solo colony. 25k exports, 20k upkeep. Dont build it until you want to start some own production.
Fuel production? Trigger raids from Syndrian from time to time. Most profitable industry. (at least with special thingy) Like heavy industry can be delayed until you feel ready to defend it. Or just build it and ignore downtimes - must be profitable anyway.
Freeport? Very good thing to speed up colony growth and boost export profit, but trigger regular raids from Haegemony and this raids is most dangerous - they disable colony spaceport and its mean big money loss - no export, only upkeep bills. Trigger only if you ready to repel(or bribe) raids or can afford to ignore it(multiple colonies mitigate consequences).
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Megas

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #511 on: May 17, 2019, 11:07:55 AM »

I had Mining trigger Tri-Tachyon raids on high ore worlds before.  I do not know if high volatiles or organics can trigger raids as well.  Guess low yield worlds (and no Industrial Planning on admin) are safe enough.

Refinery can attract expeditions.

Light Industry does not attract Pathers at all.  It may be safe enough from expeditions, at least at low sizes.

I do not use Free Port for now because 1) stability malus and 2) spaceport raids.  Unlike last release, it does not double profits as soon as I click it, so the only reasons I really want it is to accelerate colony growth and maybe boost accessibility on a fringe world too far from core.  Maybe to keep miners happy too if that colony is a mining one.

I guess a problem is when do safe worlds become not safe anymore because colony grew too big?  What may be safe at size 3 may not be at size 5 or more.
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Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #512 on: May 17, 2019, 11:13:19 AM »

@ Alex:  The new Atlas II and Prometheus II capitals are categorized as "Low Tech" when viewing blueprints or production, shouldn't they be under "Pirate" or "Luddic Path" (for filter purposes) like the other similarly hacked hulls?

Good catch, thank you.
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Thaago

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #513 on: May 17, 2019, 11:57:42 AM »

Bounty scaling is always going to be tough to balance, because the difficulty of bounties depends so much on fleet composition, skill selection, and just player skill. Current scaling seems to be on the fast side for some players and slow side for others, so its probably in a good place.
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Hiruma Kai

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #514 on: May 17, 2019, 12:11:41 PM »

I've been finding that with a colony, I park what I don't need.  If I'm doing exploration, I can get away with a small, cheap fleet.  If I'm doing bounty missions or need to defend the colony from a raid, I pull out the expensive heavy hitters.  That mitigates a lot of my running costs I find.

I've been playing a lot of spacer/iron man and after a number of runs I think I'm getting a feel for how to do that start successfully.  Although Iron man does tend to mean I restart quite often. :)

Spacer introduces the complication that your levels actually have an in game credit cost (i.e. 1,000 credits per level per month), which means initially you want to stay low level while building up an initial bank account.  I will point out this is somewhat unintuitive game play (generally one might assume being higher level is better) and I'm not sure if this the gameplay Alex was going for with the spacer start, although given he's hidden it in a settings file I'm guessing he also doesn't think its ready for prime time.

Even exploring will provide XP, just not nearly as much as combat, and so for skills, I grab Navigation 3, and then Fleet logistics 2, in that order.  The strategic options provided by Navigation 3 on an Iron man run are invaluable (both in terms of keeping at 20 speed sustained burn and simply escaping a system at any point).

Anyways I tend to accept a bunch of exploration missions over 15-30 days while hanging around the core sector doing a delivery mission or two, or perhaps some drug or weapons smuggling, and then do a grand tour of the sector to complete the exploration missions.  I can generally do 3-6 exploration missions in ~120 days (150k-300k) plus a delivery for another 10-20k.  This tends to be low experience gain, especially if you just run the sensor package and don't actually salvage the target (or especially fight the defenses). 

This typically will let me build up credits at a steady rate over time with a fairly small fleet.  Each cycle is basically enough credits to buy a cruiser.  Given I'm not fighting, the playtime goes relatively quickly, although still quite exciting when you realize you accepted a mission for a yellow or red warning system.  To be honest, I find myself actually using the stealth mechanics and have started seriously considering grabbing the sensors skill.

My objective during this time is to get enough credits to start a colony, build a profitable industry, get a starbase, and enough destroyer and cruiser class firepower to handle the first pirate fleet that comes for the colony and enough firepower to take out a tier 1 pirate base.  At that point you can start to relax, as your trickle of income is enough to at least offset the crew costs plus monthly debt.  When I do explore missions after that, I'll leave the combat ships at home and still use my low cost exploration fleet, which minimizes my running costs.

Depending on what ships you happen to come across exploring/salvaging, you can get started on 0.5 to 1.0 million credits I think.  500,000 towards the colony and first few buildings, and 500,000 towards a cheaply bought destroyer/cruiser fleet (500,000 should be enough for 3 cruisers).  If you found some salvageable cruisers (or capitals) during your exploration phase, you can probably get away with less.
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Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #515 on: May 17, 2019, 01:11:31 PM »

Hotfix is up! Well, very much a warmfix, but in any case - see OP for details.

Also, just realized that I never uploaded the new javadoc for 0.9.1a, so will be doing that shortly.
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Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #516 on: May 17, 2019, 01:53:00 PM »

... and the new javadoc is up.
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Gotcha!

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #517 on: May 17, 2019, 02:11:15 PM »

Nice going, bug squisher. :)
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Thaago

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #518 on: May 17, 2019, 02:13:56 PM »

Nice! Just started a new run today before you updated it.
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Megas

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #519 on: May 17, 2019, 03:49:27 PM »

I guess it is time for me to restart.  My seed was kind of crappy due to lack of good colony systems.
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Baqar79

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #520 on: May 17, 2019, 05:47:22 PM »

I'm loving the additional hyperspace lanes!

My two colonies are separated by quite a distance, but there is a somewhat indirect route that has you avoid all of the hyperspace cloud.  I find myself wanting to give names to the "landmarks" on that hyperspace route since I traverse it often.

Kind of feels more like I'm really navigating through hyperspace, and I now find myself checking out the hyperspace map to find new routes when I want to get somewhere.

(I have to admit, I could of just gotten lucky with the random seed, but I don't remember finding clear routes between stars that I did in my current game).
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Histidine

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #521 on: May 17, 2019, 11:44:45 PM »

I had one escape scenario where my fleet started more than halfway up the map (screenshot). Is this intended, a mod bug, or something else?
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Schwartz

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #522 on: May 18, 2019, 03:35:26 AM »

Should these old pirate base intel listings expire on their own, or is there a way I can force this? I've waited I think a month in-game.
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Gotcha!

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #523 on: May 18, 2019, 03:44:29 AM »

In the config, there's this line: "adminMaxHireable":20,
In-game however, the max administrators you can hire and have is 3. Is adminMaxHireable meant for something else entirely? Or is this a bug?
If it's not a bug, is there another way the number of admins can be increased?
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Oblivion

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #524 on: May 18, 2019, 05:19:43 AM »

In the config, there's this line: "adminMaxHireable":20,
In-game however, the max administrators you can hire and have is 3. Is adminMaxHireable meant for something else entirely? Or is this a bug?
If it's not a bug, is there another way the number of admins can be increased?


The total amount of admins increases when you reach a certain combined faction market level. I think there’s also a skill which increases the max number.
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