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Author Topic: Starsector 0.9.1a (Released) Patch Notes  (Read 351543 times)

TimeDiver

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #540 on: May 18, 2019, 02:33:06 PM »

Will there be a 0.9.1 RC8 release, with additional fixes? Or is RC7 the only planned hotfix release?
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Zhentar

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #541 on: May 18, 2019, 03:39:44 PM »

My Prometheus Mk 2 is firing off MIRVs at single fighters. Is it supposed to do that?

Kinda is, yeah. It's got the "ALWAYS_PANIC" flag which makes it really free with missiles. (Less than ideal if it's a core ship for the player, but, well.)


Hmmm, that's a bit unfortunate. Large missile weapons don't really accommodate that too well... even the Locust only gets 15 shots. Which might be enough, but I guess I'll just stick a salamander pod in there. At least it frees up 15 OP to spend elsewhere!
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Megas

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #542 on: May 18, 2019, 03:45:22 PM »

I like the idea of Onslaught (P) and/or Legion (P), or maybe Onslaught (P) and Legion (LP).  Conquest has overtaken Onslaught as the most common capital, and Conquest is a relatively common capital to fight when Diktat and League are the usual deserter or expedition culprits.  More variety of bigger ships used by outlaw factions would be nice instead of the turkey shoot of the dozen or so Atlas 2s.  Also, I kind of miss some of the other low tech ships pirates used to have.  Since Dominator is on the low-tech bundle, maybe pirates can have a hacked Dominator of their own.

Minor suggestion:  Can Onslaught (XIV) have its middle large mount changed from ballistic to composite?  It is fun to use large Reapers or Hammers on Legion (XIV), but those are limited, and the other ships that have large missile mounts have a hard time using dumb-fire missiles well for one reason or another.  Those that can use them well (like Conquest) enough cannot focus their guns at the same time, which means player wants homing so guns and missiles attack a target at the same time.

Hmmm, that's a bit unfortunate. Large missile weapons don't really accommodate that too well... even the Locust only gets 15 shots. Which might be enough, but I guess I'll just stick a salamander pod in there. At least it frees up 15 OP to spend elsewhere!
Locusts have some ammo, so that works out alright in all but the largest of battles.  (Squeeze in Expanded Missile Racks if you can for Locusts.)  I do not about MIRVs in 0.9, but I thought MIRVs were useless during 0.8 because AI wasted the ammo frivolously.
« Last Edit: May 18, 2019, 03:47:01 PM by Megas »
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Gotcha!

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #543 on: May 18, 2019, 04:10:54 PM »

Right - I don't think it says anywhere that 100% guarantees no accidents, that's just about how much salvage you get. IIRC it explicitly says the risk is "low"; also iirc the actual min chance of an accident is 10% and I believe they're generally less damaging at a lower risk.
Ah, I totally misunderstood how this works. Whoops. :-[
I've sent you an email.
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Megas

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #544 on: May 18, 2019, 04:17:28 PM »

Quick note:  I played only unmodded since 0.9a, and when I tried MN-1 seed, even though the locations of all the systems are the same, the planets in those systems are different.  Instead of a 75% and 100% hazard planets NW of core worlds and nothing good east of core worlds, there is a Terran south and another NE of core.  Of course, 75% hazard Terran is not so important now like it used to be, but it is nice to have a pleasant vacation or resort planet.  Basically a status symbol.

Hmmm... maybe there could be a new service/pleasure industry (like hotel or casino planet), available only on habitable planets with no hazardous weather conditions (except calm), basically Terran or Water world.  Its purpose is to make people happy or at least make them forget their problems.  I do not know what kind of benefits this pleasure industry would give.  Maybe minor population boost.  Maybe a minor income boost (like +5%)?
« Last Edit: May 18, 2019, 04:20:15 PM by Megas »
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Zhentar

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #545 on: May 18, 2019, 05:15:59 PM »

I like the idea of Onslaught (P) and/or Legion (P), or maybe Onslaught (P) and Legion (LP).
The (P) we are clearly missing is Venture (P). Though I would love to see a Legion (LP)... it's just maybe not the one that makes the most sense lore & progression wise.

Hmmm, that's a bit unfortunate. Large missile weapons don't really accommodate that too well... even the Locust only gets 15 shots. Which might be enough, but I guess I'll just stick a salamander pod in there. At least it frees up 15 OP to spend elsewhere!
Locusts have some ammo, so that works out alright in all but the largest of battles.  (Squeeze in Expanded Missile Racks if you can for Locusts.)  I do not about MIRVs in 0.9, but I thought MIRVs were useless during 0.8 because AI wasted the ammo frivolously.

Alas, as the Prometheus Mk II is the biggest & toughest ship in my fleet right now, the largest of battles are exactly what I'm concerned about. And no way I'm blowing 30 OP on expanded missile racks for one locust to waste ammo frivolously (also, my Atlas Mk II has two locusts so when Locusts are the right tool for the job it's going to do the job better for fewer deployment points).


Thoughts on balance/difficulty for the next big update (0.9.5? 0.10? .... 1.0???): I can make a huge profit satisfying the deficiencies and draining the surpluses of severely dysfunctional (i.e. Pirate & LP) economies... I just made a million credits selling things that I happened to have on hand at Epiphany (and could fill my holds back up with very cheap domestic goods & ore if I weren't relieved to have free cargo space), because it's currently at -5% accessibility. Maybe there should be some sort of cap/diminishing returns to what they can purchase? That is, while they reasonably value the goods this much, they simply do not have the resources to acquire all of them, as a direct consequence of them desperately needing things while also being unable to sell the things they do not need. Alternatively, maybe the... less lawful... factions need a 'well-established smuggling' accessibility bonus to compensate for their extreme 'hostilities with other factions' penalties.
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Schwartz

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #546 on: May 18, 2019, 05:30:50 PM »

I think Atlas Mk.II is the perfect pirate capital. It's a big, bad barge with lacking flux stats and some offensive bang. Even looks like a boat. 'Real' cap ships would only make the pirates more similar to everybody else. LP is perfect as well. Its cap ship looks like an Interstellar Imperium bomb. Should give it a huge explosion radius and make it ram stuff when it's low on health.  ;D
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Megas

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #547 on: May 18, 2019, 06:07:25 PM »

Quote
Alas, as the Prometheus Mk II is the biggest & toughest ship in my fleet right now, the largest of battles are exactly what I'm concerned about. And no way I'm blowing 30 OP on expanded missile racks for one locust to waste ammo frivolously (also, my Atlas Mk II has two locusts so when Locusts are the right tool for the job it's going to do the job better for fewer deployment points).
The point of Expanded Missile Racks is for Locusts to last for a long time.  For Conquest, it is worth giving up medium energy and/or missiles for more Locusts.  I have not tried Prometheus 2.  If it is anything like Atlas 2, it probably does not have the OP for anything aside from the leanest, barely functional loadouts.  I would not use Expanded Missile Racks on Apogee because it needs to OP to afford Plasma Cannon, good flux stats, and some other useful hullmods.

Quote
I think Atlas Mk.II is the perfect pirate capital. It's a big, bad barge with lacking flux stats and some offensive bang. Even looks like a boat. 'Real' cap ships would only make the pirates more similar to everybody else. LP is perfect as well. Its cap ship looks like an Interstellar Imperium bomb. Should give it a huge explosion radius and make it ram stuff when it's low on health.
Yes, Atlas 2 is nice for pirates.  The problem is when nearly all high-end pirate armadas use only many Atlas 2s (aside from few token Ventures and Colossus 3s) because the fleet has too many points to fill a power quota and only Atlas 2 is strong enough to meet the quota instead of more than a hundred ships like last release.

Maybe a stronger capital will not only give variety of capitals, but also maybe allow weaker ships to spawn.
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Vind

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #548 on: May 18, 2019, 06:11:10 PM »

Not a fan of new pirate armadas because all they do is MIRV/Squall spam which usually kills some clueless friendly AI. Missiles aside they cant do squat.
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Zhentar

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #549 on: May 18, 2019, 07:22:16 PM »

The point of Expanded Missile Racks is for Locusts to last for a long time.  For Conquest, it is worth giving up medium energy and/or missiles for more Locusts.  I have not tried Prometheus 2.  If it is anything like Atlas 2, it probably does not have the OP for anything aside from the leanest, barely functional loadouts.

Yeah, that's what I mean. It's got the same 220 base OP as Atlas Mk II, and two large hybrid mounts & two fighter bays. Spending 48 OP on one Locust is nuts compared to leaving the large missile hardpoint undersized or empty & spending the OP on flux vents/capacitors/ITU to feed the hybrid mounts or better fighters in the fighter bays.
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Zhentar

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #550 on: May 18, 2019, 07:31:22 PM »

Uh.... are LP fleets supposed to be exempt from the fleet size limit?

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Zhentar

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #551 on: May 18, 2019, 08:46:19 PM »

A problem with the clean disengagement mechanic, from the other side: I joined in on a battle to defend another faction's space station. Although my side ultimately prevailed, the station was taken out and the pirates were able to disengage without allowing pursuit. And, more importantly, I was forced to leave without any post-battle salvage or ship recovery (which rather stings because I lost 5 ships in the battle!).
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Megas

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #552 on: May 18, 2019, 09:00:25 PM »

Re: Onslaught for Pirates
Maybe resurrect the old Onslaught with heavy ballistic mounts where TPCs are.  Do not raise OP on it so that it needs to pay for two more heavy weapons and be inferior to Onslaught with TPCs.
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Baqar79

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #553 on: May 18, 2019, 09:24:58 PM »

I've had a couple of cases in which defeating a star base (Luddic Path or Pirate, I can't remember exactly unfortunately) has resulted in no battle salvage and a message to that effect.

It seemed odd when it came up to have absolutely no battle salvage after defeating a massive military force...surely there would be something to salvage, even if it was just metal?

Zhentar, do you mean that the pirates themselves (not you) cleanly disengaged and as a result you couldn't collect any salvage?

That might be similar to what happened to me; although even if I had lost enough ships for the opposition to cleanly disengage (I unfortunately can't remember the circumstances to which I ended up getting no salvage), I was attacking a station and destroying it (not trying to defend it), so there should of been some loot afterwards to collect.
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Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #554 on: May 18, 2019, 09:45:57 PM »

I've been trying that and my fleet seems to prefer to swim in circles, presumably trying to arrive on the exact pixel I clicked on. This means that big nasty fleet sees my sig and catches me :/

The previous functionality, while a bug, was also super useful. I hope you will consider restoring it, or adding something new that provides the same function. Having an unambigous "all stop" command is important in a world where stealth depends on being stopped.

Hmm, this gives me an idea - let me take a look at something.


Will there be a 0.9.1 RC8 release, with additional fixes? Or is RC7 the only planned hotfix release?

Well, I wasn't planning on it, but if something important enough comes up, I might need to.



A problem with the clean disengagement mechanic, from the other side: I joined in on a battle to defend another faction's space station. Although my side ultimately prevailed, the station was taken out and the pirates were able to disengage without allowing pursuit. And, more importantly, I was forced to leave without any post-battle salvage or ship recovery (which rather stings because I lost 5 ships in the battle!).
I've had a couple of cases in which defeating a star base (Luddic Path or Pirate, I can't remember exactly unfortunately) has resulted in no battle salvage and a message to that effect.

It seemed odd when it came up to have absolutely no battle salvage after defeating a massive military force...surely there would be something to salvage, even if it was just metal?

Zhentar, do you mean that the pirates themselves (not you) cleanly disengaged and as a result you couldn't collect any salvage?

That might be similar to what happened to me; although even if I had lost enough ships for the opposition to cleanly disengage (I unfortunately can't remember the circumstances to which I ended up getting no salvage), I was attacking a station and destroying it (not trying to defend it), so there should of been some loot afterwards to collect.

... and this sounds like a fairly serious bug if that's what's going on here. Going to take a look tomorrow; if this is indeed borked, might have to do another hotfix.


Uh.... are LP fleets supposed to be exempt from the fleet size limit?

Spoiler
[close]

Just to confirm, is this vanilla? Having a hard time seeing how this could happen, but didn't check into it just now.
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