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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 0.54.1a (Released) Patch Notes  (Read 149104 times)

jimy

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #30 on: December 19, 2012, 04:45:10 AM »

Wow, I made a thread about the Guardian PD being kinda underpowered and now BAM!
Alex, looked at it and fixed it.

I like it how close you're to your fanbase. :)
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Reshy

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #31 on: December 19, 2012, 10:12:09 AM »

So Alex can we get a Tachyon lance that isn't awful?  I seriously made a drone-defense system that made use of the lances and even with 8 lances firing it was still worthless.
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Alex

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #32 on: December 19, 2012, 10:23:08 AM »

Is quoting myself some kind of faux pas? ... at any rate:
Guys, let's not turn this into a "suggestions, but with more chance of me reading it" thread.

There's a whole subforum for that. Aside from being off-topic in the first place, suggestions or feature requests oftentimes need discussion, and mixing them in a single thread is a bad idea.


Probably not the place to ask this, but can we expect the ability to have other commanders have more than one line for a situation any time soon? Seems pretty simplistic.

Like much of the current campaign, those are placeholders.
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Reshy

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #33 on: December 19, 2012, 12:36:31 PM »

Is quoting myself some kind of faux pas? ... at any rate:
Guys, let's not turn this into a "suggestions, but with more chance of me reading it" thread.

There's a whole subforum for that. Aside from being off-topic in the first place, suggestions or feature requests oftentimes need discussion, and mixing them in a single thread is a bad idea.


Probably not the place to ask this, but can we expect the ability to have other commanders have more than one line for a situation any time soon? Seems pretty simplistic.

Like much of the current campaign, those are placeholders.


Well that's not big enough of a suggestion to warrant a whole thread by itself.
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Alex

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #34 on: December 19, 2012, 12:41:39 PM »

I disagree - there'd probably some lively debate as to how useful it actually is, and some interesting suggestions may come of it. A thread on the Guardian PD recently produced some good results :)

At any rate, it certainly doesn't belong here.

Edit: just to make sure this comes across right - I absolutely want to hear your guys' suggestions. Just please make them where they get some dedicated space for discussion.
« Last Edit: December 19, 2012, 12:48:26 PM by Alex »
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Pelhamds

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #35 on: December 19, 2012, 01:06:44 PM »


Turning away from an enemy frigate will no longer automatically cause it to close in

YAY :)
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ArkAngel

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #36 on: December 19, 2012, 01:26:22 PM »


Turning away from an enemy frigate will no longer automatically cause it to close in

YAY :)
NOOOO!!! Now how am I supposed to kill hounds with my onslaught?  :P
« Last Edit: December 19, 2012, 08:24:58 PM by ArkAngel »
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Thaago

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #37 on: December 19, 2012, 02:11:21 PM »


Turning away from an enemy frigate will no longer automatically cause it to close in

YAY :)

:D Sweet! I hope that they will retreat if seriously outgunned though... Hounds still make for the longest, least interesting fights.
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medikohl

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #38 on: December 20, 2012, 06:17:23 AM »

It's been forever since you've added a new ship...

just saying...
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The Soldier

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #39 on: December 20, 2012, 11:44:21 AM »

It's been forever since you've added a new ship...

just saying...
He added the Mule, like, last patch. :p
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K-64

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #40 on: December 20, 2012, 11:56:52 AM »

And there's also the tanker thingie (can't remember the name, I think it starts with a P?), whenever that was added :P
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Faiter119

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #41 on: December 20, 2012, 12:14:12 PM »

And there's also the tanker thingie (can't remember the name, I think it starts with a P?), whenever that was added :P

Phanteon or something. I only see it once in a while.
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Xareh

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #42 on: December 20, 2012, 02:34:31 PM »

And there's also the tanker thingie (can't remember the name, I think it starts with a P?), whenever that was added :P

Phanteon or something. I only see it once in a while.

Phateon i believes
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intothewildblueyonder

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #43 on: December 20, 2012, 03:39:51 PM »

Is quoting myself some kind of faux pas? ... at any rate:

No it only makes it better
(or if you like
you can be quoting yourself as a user of this thread
quoting a moderator of this forum
conveying the wishes of the creator of the thread
who is following the rules of the forum creator
who is trying to help the game creator)

[/quote]
Turning away from an enemy frigate will no longer automatically cause it to close in

out of curiosity what is the general gist of the calculation (guess something time rotation vs time withdraw to safety)

Is the AI still (regularly) fooled (or will it try to fool) by a ship turning away?
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Alex

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #44 on: December 20, 2012, 05:49:58 PM »

Turning away from an enemy frigate will no longer automatically cause it to close in

out of curiosity what is the general gist of the calculation (guess something time rotation vs time withdraw to safety)

Is the AI still (regularly) fooled (or will it try to fool) by a ship turning away?

Basically, it'll only close in if it's plausible that the enemy ship is turning towards some real target - i.e., if it has other friendlies around.
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