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

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Author Topic: Starsector 0.95a (Released) Patch Notes  (Read 595780 times)

Megas

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #315 on: October 21, 2020, 10:50:58 AM »

I wonder how the pod compares with Annihilators.  It would be nice if the new Breach pod lasts at least as long as Locusts.  Even with Expanded Missile Racks, Annihilators do not last long enough in big battles, and Onslaught that relies on Annihilators feels like a quasi-SO ship.  If Breach pods last long, and are effective enough, they might replace Annihilator pods on my Onslaught loadouts.

Often, I pick Conquest over Onslaught because Locusts last longer than Annihilators.

They're fundamentally different roles - the Breach is more anti-armor, while the Annihilators are for sustained pressure. So the answer is "it depends", since Breach use will depend on how often there's an opportunity to fire them off at armor.
So far, I use Annihilators on Onslaught because there is nothing better.  I use Annihilators mostly for anti-armor because every last forward-facing gun that are not TPCs is Heavy Needler (even in the center heavy mount, for anti-Radiant and everything else).  After a few minutes of sustained firing, Onslaught is out of missiles, and if the fight is not mostly decided by then, Onslaught is not very useful.  Unlike Conquest where it can launch Locusts non-stop for at least half of an entire fight.

The role I am most interested in is general-purpose assault like Locusts are, and one that does not run out too quickly.  The most reliable missiles for medium mounts seems to be Annihilators for that use, and they run out too quickly even with Expanded Missile Racks.
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Gothars

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #316 on: October 21, 2020, 11:45:07 AM »

Added support for 4k resolutions
Somewhat experimental; please let me know if there are problems



So, I searched the forum but didn't find anything about this: is Starsector compatible with widescreen, or rather will it become with this update?

I'm asking because I just ordered a 34" 3440 x 1440 21:9 monitor.

Relatedly, are framerates >60 supported?  ;D
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The game was completed 8 years ago and we get a free expansion every year.

Arranging holidays in an embrace with the Starsector is priceless.

dacian

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #317 on: October 21, 2020, 11:49:46 AM »

Is the chance to be able to buy a base Atlas (not the bad mk2, which nobody wants, unless you do a Pirate-only run) going to be modified in 0.9.5? In all my runs I hardly get more than 2 from trades and the rest (up to the 5 I usually carry around with me) from having to build them myself on my colonies ...
It's a bit strange since you can find the base Prometheus in almost every big market. I would love that the game would support the "trader" style RP as well, not only the "rush colony" or "rush combat" styles.
If you are able to buy Atlas and Prometheus from major colonies, then a trader style RP run would not even have to build any colonies (in theory)

EDIT: spelling and rephrasing
« Last Edit: October 21, 2020, 11:58:49 AM by dacian »
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TaLaR

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #318 on: October 21, 2020, 12:02:48 PM »

I'm asking because I just ordered a 34" 3440 x 1440 21:9 monitor.
It is, if you can live with very small fonts.
And minor stuff like area you 'hear' in combat being smaller than area you see, making fights on left/right corner of map utterly silent when zoomed out.
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Alex

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #319 on: October 21, 2020, 12:22:31 PM »

So, I searched the forum but didn't find anything about this: is Starsector compatible with widescreen, or rather will it become with this update?

I'm asking because I just ordered a 34" 3440 x 1440 21:9 monitor.

Relatedly, are framerates >60 supported?  ;D

Well... a 3340 x 1440 monitor is less than ideal, since you'd only be able to scale to 1440/768 = 180%, roughly. Which'll work! But, yeah, there may be some issues with too much visibility/sound playback (there definitely would if it wasn't scaled; when scaled this might there might not be, actually). But mainly, since it can't quite scale things 2x, it won't be as crisp as it could be. It's not *bad* (e.g. I've played at 130% on my monitor, which is 1680x1050, and it's fine), but it won't be as nice as actual 4x with 200% scaling.

As far as fps, you can edit settings.json and there's an "fps" value there. You'd need a really beefy computer, though, especially if playing at 3340x1400 in fullscreen with UI scaling and antialiasing (which is basically required since, not 200%), which all requires extra performance from the graphics card.


Is the chance to be able to buy a base Atlas (not the bad mk2, which nobody wants, unless you do a Pirate-only run) going to be modified in 0.9.5? In all my runs I hardly get more than 2 from trades and the rest (up to the 5 I usually carry around with me) from having to build them myself on my colonies ...
It's a bit strange since you can find the base Prometheus in almost every big market. I would love that the game would support the "trader" style RP as well, not only the "rush colony" or "rush combat" styles.
If you are able to buy Atlas and Prometheus from major colonies, then a trader style RP run would not even have to build any colonies (in theory)

EDIT: spelling and rephrasing

You'll be able to custom-order production from contacts/in bars, but: let me make a note to take a look at its baseline availability from markets.
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MajorTheRed

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #320 on: October 21, 2020, 12:35:13 PM »

Once again, a complete new game with each version! It will also provide new opportunities for modding!

A question nobody has asked from what I read: can you give details about the Escort Package and Assault Package?

From one of your previous blog, I guess it is not related to ECM or navigation/speed boost which are now specific to frigates. So maybe they provide other fleet bonus  (sight range? Manoeuvring boost?), or boost some of the ship capacities (flux for assault package, missile bonus for support package?)?
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Gothars

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #321 on: October 21, 2020, 01:12:20 PM »

So, I searched the forum but didn't find anything about this: is Starsector compatible with widescreen, or rather will it become with this update?

I'm asking because I just ordered a 34" 3440 x 1440 21:9 monitor.

Relatedly, are framerates >60 supported?  ;D

Well... a 3340 x 1440 monitor is less than ideal, since you'd only be able to scale to 1440/768 = 180%, roughly. Which'll work! But, yeah, there may be some issues with too much visibility/sound playback (there definitely would if it wasn't scaled; when scaled this might there might not be, actually). But mainly, since it can't quite scale things 2x, it won't be as crisp as it could be. It's not *bad* (e.g. I've played at 130% on my monitor, which is 1680x1050, and it's fine), but it won't be as nice as actual 4x with 200% scaling.

As far as fps, you can edit settings.json and there's an "fps" value there. You'd need a really beefy computer, though, especially if playing at 3340x1400 in fullscreen with UI scaling and antialiasing (which is basically required since, not 200%), which all requires extra performance from the graphics card.
from markets.

Thanks for the answer:) Great that it works in generaI, guess I will just have to try out the details.
My PC will also be replaced, would you guess a Rizen 5 3600 and a RTX 1660 would suffice?
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The game was completed 8 years ago and we get a free expansion every year.

Arranging holidays in an embrace with the Starsector is priceless.

Alex

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #322 on: October 21, 2020, 02:18:04 PM »

A question nobody has asked from what I read: can you give details about the Escort Package and Assault Package?

From one of your previous blog, I guess it is not related to ECM or navigation/speed boost which are now specific to frigates. So maybe they provide other fleet bonus  (sight range? Manoeuvring boost?), or boost some of the ship capacities (flux for assault package, missile bonus for support package?)?

It's a boost to the individual ships, actually! Escort Package gives a lot of hefty PD bonuses, while Assault Package makes the ship into a brick. The effect of these hullmods is *greatly* increased by a relevant skill.


Thanks for the answer:) Great that it works in generaI, guess I will just have to try out the details.
My PC will also be replaced, would you guess a Rizen 5 3600 and a RTX 1660 would suffice?

I'd guess probably? Since it seem like a nice video card. The combination of more pixels (due to widescreen) but needing to use anti-aliasing (due to not-quite-200% scaling) is probably the most performance-intensive situation there is here.
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Kazimierz3000

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #323 on: October 21, 2020, 02:19:41 PM »

Added support for 4k resolutions
Somewhat experimental; please let me know if there are problems



So, I searched the forum but didn't find anything about this: is Starsector compatible with widescreen, or rather will it become with this update?

I'm asking because I just ordered a 34" 3440 x 1440 21:9 monitor.

Relatedly, are framerates >60 supported?  ;D

I posted some pics in another forum section regarding the current ultrawide support, it's beautiful and works well with a decent enough rig (i7 6700k, 1080ti), and 120hz is working without an issue.  I'm curious how the UI adjustments will look in next release.  Here's the post with pics- http://fractalsoftworks.com/forum/index.php?topic=15160.msg245627#msg245627
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Gothars

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #324 on: October 21, 2020, 02:34:22 PM »

Cool, thanks for the link! The pictures look great, even without scaling!


The combination of more pixels (due to widescreen) but needing to use anti-aliasing (due to not-quite-200% scaling) is probably the most performance-intensive situation there is here.

So it's hard-mode for my hardware, got it. Well, I have to somehow justify planning my new PC around a 2D indie game from 2011^^''
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The game was completed 8 years ago and we get a free expansion every year.

Arranging holidays in an embrace with the Starsector is priceless.

Alex

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #325 on: October 21, 2020, 02:43:35 PM »

So it's hard-mode for my hardware, got it. Well, I have to somehow justify planning my new PC around a 2D indie game from 2011^^''

Well it's technically not 1.0 yet right so that clock hasn't started ticking? Maybe? :)
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Gothars

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #326 on: October 21, 2020, 02:58:36 PM »

Maybe?^^ Nowadays there are so many early access games which have reached their peak player base long before 1.0 (if they ever hit that) and are largely forgotten by the time they are released. Not Starsector of course! But I think the old concepts about alpha, beta, release are long since meaningless.

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The game was completed 8 years ago and we get a free expansion every year.

Arranging holidays in an embrace with the Starsector is priceless.

Alex

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #327 on: October 21, 2020, 04:15:43 PM »

But I think the old concepts about alpha, beta, release are long since meaningless.

I'm sure you're right, but I'm sticking to them :)

(Re: "release", I remember reading sometime back that the initial EA release on Steam is basically "the release", as far as any potential interest from press etc goes, and the actual 1.0 release doesn't really register... so, yeah, I'm sure you're right.)
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Melanoc3tus II

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #328 on: October 21, 2020, 04:50:07 PM »

Is the chance to be able to buy a base Atlas (not the bad mk2, which nobody wants, unless you do a Pirate-only run) going to be modified in 0.9.5? In all my runs I hardly get more than 2 from trades and the rest (up to the 5 I usually carry around with me) from having to build them myself on my colonies ...
It's a bit strange since you can find the base Prometheus in almost every big market. I would love that the game would support the "trader" style RP as well, not only the "rush colony" or "rush combat" styles.
If you are able to buy Atlas and Prometheus from major colonies, then a trader style RP run would not even have to build any colonies (in theory)

EDIT: spelling and rephrasing

You'll be able to custom-order production from contacts/in bars, but: let me make a note to take a look at its baseline availability from markets.

About that. An idea would be (1) the ability to host a faction without owning a world and (2) the ability to hire captains to (say) trade between various worlds, with the player receiving a cut or something of that sort. Essentially, we can imitate the Hegemony, but we can't imitate the Tri-Tachyon. This would tie into the game's dynamic economy very well too, and provide a very different experience. You could tie this in with colonies, and have the player negotiate trade deals with contacts and in some situations even receive military contracts, and this could further tie into the proposed starting phases of a colony as a mission or two. Also, diplomacy (ie vassalage and allowing players the ability to found colonies in a faction's name) is a must at some point or another, whether in vanilla or in nex.
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SonnaBanana

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #329 on: October 21, 2020, 05:31:18 PM »

Alex, what post-colony credit sinks will there be? Fleets? Research? Megaprojects?
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