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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 0.6a (Released) Patch Notes  (Read 553381 times)

Cosmitz

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Re: Starsector 0.6a (Released) Patch Notes
« Reply #900 on: September 14, 2013, 11:02:16 AM »

Solved@flagship, thanks.

There's a strange supply bug btw: on the station screen if you buy one or two supplies, it's the same price, 120 credits. But it's ignoring the first or second supply you buy actually since buying 10 supply in bulk is 1080, which is the price for 9. Might want to check that out.

On the UI, i'm triyng to give it a shot, so i'll not comment until i have a few hours under my belt, but it'd be useful to write how many days the supply you have will keep you. Even with repairs underway and such.
« Last Edit: September 14, 2013, 11:06:12 AM by Cosmitz »
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Gothars

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Re: Starsector 0.6a (Released) Patch Notes
« Reply #901 on: September 14, 2013, 11:02:43 AM »

- F1-help is quite the important function now, how about opening the box with a click on the UI element?

Not sure what you mean.

The campaign UI box in the lower left corner holds a lot of information/explanation that you can only reveal my hovering the cursor over it and pressing F1. It would be smoother if you could hover and then click, instead of pressing F1.

At the moment a left click goes behind the UI as a move command. If that's difficult to fix, a right click would be another option.

I'd say F1 (which is classically the help key) is fine if it would just reveal explanation that you know by heart after some time, but since there are real updating information behind it and I expect to keep using it...


Also, when you mouseover each ship right now the only things that pop up (name, supply usage rate, percents) could easily just be there all the time, i don't know what the point of having that info only on mouseover is.

Agreed.
« Last Edit: September 14, 2013, 11:05:49 AM by Gothars »
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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.

Musaab

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Re: Starsector 0.6a (Released) Patch Notes
« Reply #902 on: September 14, 2013, 11:07:09 AM »

Loving the new release.  Keep up the great work! :)
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Alfalfa

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Re: Starsector 0.6a (Released) Patch Notes
« Reply #903 on: September 14, 2013, 11:42:12 AM »

Yes!  So much playing to be done!  ;D
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Gothars

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Re: Starsector 0.6a (Released) Patch Notes
« Reply #904 on: September 14, 2013, 11:56:07 AM »

Quote
Extra CR cost for using missile weapons in combat, based on ammo remaining

You might want to add a line to the after action report about how much missile use decreased the CR. If I hadn't remembered it from the patchnotes, I would have had no idea why my Lasher went from 64 to 39 instead of 44. Or did I overlook something?


Oh, and maybe adjust the rounding behavior for repair cost:

  ;)

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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 0.6a (Released) Patch Notes
« Reply #905 on: September 14, 2013, 12:06:53 PM »

Quote
Extra CR cost for using missile weapons in combat, based on ammo remaining

You might want to add a line to the after action report about how much missile use decreased the CR. If I hadn't remembered it from the patchnotes, I would have had no idea why my Lasher went from 64 to 39 instead of 44. Or did I overlook something?

They don't consume extra CR, the Lasher probably just took some damage or was deployed longer than usual. If you look at the extended CR tooltip (CR tooltip on the fleet screen, then F1) you can see everything that affected CR recently.

(Yeah, that rounding stuff can get pretty evil.)


@Matt50k: Thanks for all the feedback! Will take a closer look at it in a bit; pretty much focused on bugfixing right now.

Loving the new release.  Keep up the great work! :)

Glad you're enjoying it!


@Cosmitz: Thanks, I'll check out that supply issue.
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spam1712

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Re: Starsector 0.6a (Released) Patch Notes
« Reply #906 on: September 14, 2013, 12:08:32 PM »

full retreat = fatal null error.
i am dissappoint

btw how do i exit out of battles when the enemy is destroyed?
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Sordid

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Re: Starsector 0.6a (Released) Patch Notes
« Reply #907 on: September 14, 2013, 12:11:00 PM »

Alt-F4 now close the game

There is a god! ;D
Thank you so very much. :)

btw how do i exit out of battles when the enemy is destroyed?

Wait a few seconds and the battle ends? Works that way for me. :-\
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Alex

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Re: Starsector 0.6a (Released) Patch Notes
« Reply #908 on: September 14, 2013, 12:13:51 PM »

There is a god! ;D
Thank you so very much. :)

:)


Also: once all the enemies are retreating, you can also press Escape and exit and have that be a win. There's a message in the upper left that informs you when all the enemies are fleeing.
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echosierraalpha

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Re: Starsector 0.6a (Released) Patch Notes
« Reply #909 on: September 14, 2013, 12:45:42 PM »

hey guys, I'm back what did I mi-

oh dear lord.
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stardidi

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Re: Starsector 0.6a (Released) Patch Notes
« Reply #910 on: September 14, 2013, 01:12:18 PM »

Yeah the rounding stuff is also kind of funky when select part of a stack using the bar.

It will display in example 1/1, when you reach ~40%, but when you then release it doesn't pick anything up. You have to be at around 60% for it to take effect.
Same with bigger stacks, says 250/400, but you only get 249.
This made me thing the replication bug was back as I was selling the 249 and saw that I had 151 left, even though I thought I sold 250 XD

I agree on the UI stuff, being able to click on a bar to see more info would be more fluid then having to press F1.
I do really like how the UI is more context sensitive, showing only the things that are important at that time.
It is the honestly the first thing I noticed with a bit "NICE". And believe me, I think about all your hours of effort everytime I click a button ;P
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ArkAngel

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Re: Starsector 0.6a (Released) Patch Notes
« Reply #911 on: September 14, 2013, 02:29:36 PM »

Oh good grief. I go Camping for 2 days and what happens, i miss the release day   :'(. Bah oh well it was soooo worth the wait!
oh and side note, we broke the online record!
« Last Edit: September 14, 2013, 02:31:20 PM by ArkAngel »
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"Yes... Yes I -am- sending you, alone, unarmed, against the might of the Hegemony defense fleet.  Not to worry - watching how they obliterate your puny frigate will be most... enlightening.  I shall dissect their tactics and emerge victorious!  Any questions? Then get to your ship, you launch in 5."

mostmodest

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Re: Starsector 0.6a (Released) Patch Notes
« Reply #912 on: September 14, 2013, 06:16:25 PM »

Oh good grief. I go Camping for 2 days and what happens, i miss the release day   :'(. Bah oh well it was soooo worth the wait!
oh and side note, we broke the online record!

I went and searched for games to play on Steam to fill the time until this update...
I could have been playing this instead...  :-[
« Last Edit: September 14, 2013, 08:23:00 PM by mostmodest »
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Yes, you are reading to far into this.

Alfalfa

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Re: Starsector 0.6a (Released) Patch Notes
« Reply #913 on: September 14, 2013, 06:40:52 PM »

Oh man, this is not an update you just jump into.  I got an Odyssey and six wings of wasps but now my logistics is killing me!  I go through supplies like crazy and my flagship doesn't have enough CR to get through two fights.  I'll have to figure that whole mess out, along with hyperspace.

The sounds have always been one of my favourite parts, and the new ones are great.

The UI is nice too, especially that ship insertion feature in the fleet menu.

Guess I'll go level Fleet Logistics...
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Megas

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Re: Starsector 0.6a (Released) Patch Notes
« Reply #914 on: September 14, 2013, 08:09:36 PM »

Well this is quite a change.  First thing I noticed is frigate stamina, and I hate it.  Frigates are only good for capturing points or assassinating certain targets.  Next thing I notice is Technology gives +30% OP instead of +50%.  I suppose this was necessary.  I have not had much time to play this and find out more in detail.
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