Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 13 14 [15] 16 17 ... 23

Author Topic: Starsector 0.6.2a (Released) Patch Notes  (Read 214894 times)

PCCL

  • Admiral
  • *****
  • Posts: 2016
  • still gunnyfreak
    • View Profile
Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #210 on: January 17, 2014, 05:28:43 PM »

wow, weren't kidding about the performance! Everything feels much smoother now!

I agree with Gothars on the cerberus, buffing armor by a factor of two right now, will see if that helps

other ships I haven't tried yet, guess I'll have to head to Askonia for the midline fleets?
Logged
mmm.... tartiflette

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23987
    • View Profile
Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #211 on: January 17, 2014, 05:31:45 PM »

Just discovered something cool: On the refit screen, if you have ships that have missiles and you set the CR slider to a really low amount, missiles will actually disappear from the racks until you set the slider higher.

One of those things that just happened naturally :)

I love the help UI! 

Lots of work to get that done, but that's great for newbies, totally loving that!

...I don't suppose we can code up custom help popups?

Cool, thank you!

Not just yet, but I've set it up with an eye towards that, and would like to make it available in a future release.

Thank you! I've been patiently waiting for this release  ;D

:)

- The help messages are nicely written, but something has to be done about the way they (can) pop up. I had as much as 5 messages pop up after my very first battle (taking too much salvage, carrying too much cargo, low CR, supply consumption increase, LR drop).  And not simply in a row to click trough, but I got a message, flew for 2 seconds, got another messages and so on. All on the short trip to the station. Really annoying and, most importantly, not a good first impression for a new player. A minimum time delay between messages (~15sec) would be a first idea for a fix. That might give enough time to actually absorb the info, too.

Was wondering about that myself. On the one hand, yeah, it's a lot of info there. On the other hand, a 15 second delay could result in some real bad stuff happening without the player being warned.

Btw, did you give up on adding them to the codex?

Half that, half not writing it down and forgetting about it. I mucked around with that a bit, but the way they're written isn't exactly suited for a more "manual" type setting, with the way it talks about your fleet being over capacity etc. So it might be awkward in the codex w/o being re-written.

- The new pirate fleet compositions are nice and easy, a good change I think.  ...though, personally, I'm already hoping for a hard mode ;)

Type in the character's name and press enter twice during new game creation. Presume the game lost when you lose your first fleet (i.e. no restarts). Voila, instant hard mode. (Yes, this is totally a bug.)

- The Cerberus seems very much overpriced/underpowered. If for example compared to a wolf, it costs more than twice as much, but is inferior in everything but cargo space and CR use. More practically, it seems extremely vulnerable to missiles, even for a shield-less ship. The hound can outrun missiles, the Buffalo Mk.2 has good PD + Flares. The Cerberus just dies in a missile rich environment. I actually have a hard time against a Buffalo Mk.2, much more than in a Hound. Such weaknesses are OK in principle, but seen together with the price, there's just not enough to balance it out. Mh, maybe a drone system would help?

Hmm, yeah. Will have to take another look at it. I do recommend Vulcans on it, btw - they're not quite good enough in those numbers to be reliable PD, but they do a decent enough job combined with maneuvering and saving burn drive for missile evasion. All in all, though, I can't disagree.

wow, weren't kidding about the performance! Everything feels much smoother now!

Cool, that's really good to hear! It was only supposed to be around a 10% increase or so from Java 7, but I haven't tested it extensively, and really, 10% could be enough if you were just outside "stable 60 fps" territory.

other ships I haven't tried yet, guess I'll have to head to Askonia for the midline fleets?

For some of the ships, yeah. You can find all of them on the various stations.
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23987
    • View Profile
Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #212 on: January 17, 2014, 05:47:19 PM »

This is really strange - it seems like FireSoundOne is now being played after the first shot is fired.

Bug, not sure why. Must've been thinking something when I made that change... hm. Will look into it ASAP.

Fixed this one - introduced it while I was fixing the "pressing the LMB multiple times keeps playing the chargeup sound" issue. Going to hold off on a hotfix til tomorrow, just in case something else pops up, since this isn't exactly urgent. Also in the hotfix so far: fix for NPE when trying to access the CombatFleetManagerAPI during the transition from the title screen state to the campaign.
Logged

Midnight Kitsune

  • Admiral
  • *****
  • Posts: 2846
  • Your Friendly Forum Friend
    • View Profile
Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #213 on: January 17, 2014, 05:53:22 PM »

Welp, I broke it...
Started a new game to test out the "Easy Mode" and got a "Fatal: null" Error with this stuff in the log:
Spoiler
35705 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
35706 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id traveldrive_SHIP_SYSTEM not found
35706 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
35706 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
35708 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
35712 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 157.22 MB of texture data so far
35712 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
35958 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
58933 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.CombatEngine.addFloatingText(Unknown Source)
   at data.scripts.console.Console.printMessage(Console.java:1066)
   at data.scripts.console.Console.showMessage(Console.java:910)
   at data.scripts.console.Console.showMessage(Console.java:920)
   at data.scripts.console.AddConsole.generate(AddConsole.java:24)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.B.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.K.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.OooO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
   at com.fs.starfarer.ui.OOoO.processInput(Unknown Source)
   at com.fs.starfarer.ui.T.super(Unknown Source)
   at com.fs.starfarer.new.super.float$super(Unknown Source)
   at com.fs.A.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

[close]
What did I do?
Logged
Help out MesoTroniK, a modder in need

2021 is 2020 won
2022 is 2020 too

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23987
    • View Profile
Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #214 on: January 17, 2014, 05:54:28 PM »

Looks like it's related to the console mod - try turning it off for now.

Edit: the upcoming hotfix should resolve this. It crashed right after creating a new game, right? I just tried this in my dev version and it didn't crash, which would verify the fix.
« Last Edit: January 17, 2014, 05:58:05 PM by Alex »
Logged

Midnight Kitsune

  • Admiral
  • *****
  • Posts: 2846
  • Your Friendly Forum Friend
    • View Profile
Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #215 on: January 17, 2014, 06:03:55 PM »

Looks like it's related to the console mod - try turning it off for now.

Edit: the upcoming hotfix should resolve this. It crashed right after creating a new game, right? I just tried this in my dev version and it didn't crash, which would verify the fix.
Yeah, it dies as soon as I hit "Start game" Forgot to mention that...
What is weird though is that my old save file with the same mod on it worked so that might give you some more info.
Logged
Help out MesoTroniK, a modder in need

2021 is 2020 won
2022 is 2020 too

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23987
    • View Profile
Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #216 on: January 17, 2014, 06:04:47 PM »

Thanks - yeah, this makes sense, as I think the console command mod does some things specifically on being added to a new game.
Logged

Ordanen

  • Ensign
  • *
  • Posts: 39
    • View Profile
Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #217 on: January 17, 2014, 06:38:52 PM »

Instead of having help messages pop out even if the player is tired of them, could it be possible to add a small UI button that could flash/make itself noticable when a new help message has turned relevant, and clicking it would bring the next message up?
Logged

Thaago

  • Global Moderator
  • Admiral
  • *****
  • Posts: 7174
  • Harpoon Affectionado
    • View Profile
Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #218 on: January 17, 2014, 06:44:19 PM »

Ah, found a behavior bug:

With my own Lashed I engaged a Buffalo Mk II and Lasher, both were heavily damaged and very low on CR. They repeatedly chose to engage rather than flee, and every time deployed no ships, immediately ending the battle. My only options were to disengage myself or to keep draining my own CR (there was no way for me to get their ships onto the battle screen).

Edit: They did end up losing CR, but the behavior continued even when they were at 0 CR.
Logged

Gothars

  • Global Moderator
  • Admiral
  • *****
  • Posts: 4403
  • Eschewing obfuscatory verbosity.
    • View Profile
Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #219 on: January 17, 2014, 06:46:22 PM »

The Monitor is absolutely great! Goddamn, I'm freaking invulnerable! Did not expect that. And nicely balanced with how squishy it is if the über-shields should break down. I see a great role for this ship as a damage tank in combination with fighter craft, and as ramming bock. And now I wish beams could pass allied ships more than ever.
Have yet to see how annoying it is as an opponent, though.

Heron seems to work fine, too. Nice defense, reasonably flexible, good logistic ship.



Oh, and I case you missed the edit: The Hermes' text is too long for it's box.



[Type in the character's name and press enter twice during new game creation. Presume the game lost when you lose your first fleet (i.e. no restarts). Voila, instant hard mode. (Yes, this is totally a bug.)

Ha! I'm so gonna take that challenge!  ;D



Before I forget it again, something I wanted to mention for a long time, about the attached text: It reads as if the credits came only from the just destroyed ship, while they are really from all the fighting (?). Maybe change the ambiguous "wreckage" to  "remnants of the battle" or something.

[attachment deleted by admin]
Logged
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.

Midnight Kitsune

  • Admiral
  • *****
  • Posts: 2846
  • Your Friendly Forum Friend
    • View Profile
Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #220 on: January 17, 2014, 07:15:21 PM »

Ah, found a behavior bug:

With my own Lashed I engaged a Buffalo Mk II and Lasher, both were heavily damaged and very low on CR. They repeatedly chose to engage rather than flee, and every time deployed no ships, immediately ending the battle. My only options were to disengage myself or to keep draining my own CR (there was no way for me to get their ships onto the battle screen).

Edit: They did end up losing CR, but the behavior continued even when they were at 0 CR.
I too can confirm this bug and I found 2 others
First: Saw the bug above so I harried and fought a fleet until they died and I got the boarding pop up. I let it go and caught up with it, then fought it. It had 0 CR so they crash mothballed. Here is the bug though: They still died to a Crit malfunction causing hull damage and blowing them up. (They were also showing as mothballed on the Combat Fleet Screen (The tab screen)
Second: (this caused a crash) Traveled to Corvus so I could test the "crash mothball" bug with my own fleet after storing them. I exited hyperspace through a star's grav well (I have Navigation level 10) and about 2 to 3 seconds later, SS crashed to desktop with a "fatal 0" error and this stuff in the log:
Spoiler
2843997 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.ArrayIndexOutOfBoundsException: 0
java.lang.ArrayIndexOutOfBoundsException: 0
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus$ShipStatus.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.updateFromAutoresolveData(Unknown Source)
   at com.fs.starfarer.campaign.accidents.oooO.super(Unknown Source)
   at com.fs.starfarer.campaign.accidents.oooO.super(Unknown Source)
   at com.fs.starfarer.campaign.accidents.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.campaign.accidents.AccidentManager.ôÒO000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.new.super.float$super(Unknown Source)
   at com.fs.A.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)

[close]
Sorry I broke it again...
Logged
Help out MesoTroniK, a modder in need

2021 is 2020 won
2022 is 2020 too

Thaago

  • Global Moderator
  • Admiral
  • *****
  • Posts: 7174
  • Harpoon Affectionado
    • View Profile
Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #221 on: January 17, 2014, 07:18:11 PM »

I just got to play with the Heron. I am completely in love! I was wrong in my earlier conjecture - its not the same speed as the Falcon. Its faster! Its an absolute joy to fly as the center of a small fighter fleet. I haven't tested it in a big fleet setting, but between its speed and deployment point efficiency I see this being the go to carrier.

I currently have it outfitted with 6 lrpd lasers, a heavy mauler, and dedicated targeting core. If I set my fighters to escort, then the cruiser gives them complete pd coverage. Drones only come out to play in situations that need the firepower.
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23987
    • View Profile
Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #222 on: January 17, 2014, 07:35:50 PM »

Thanks for the reports, guys - I'll see about fixing these tomorrow.

I exited hyperspace through a star's grav well (I have Navigation level 10) and about 2 to 3 seconds later, SS crashed to desktop with a "fatal 0" error and this stuff in the log:

Question: are you playing with any mods? If so, do these mods have any particularly small or narrow ships? Knowing that might help narrow this down...

Sorry I broke it again...

It's a good thing :)

Oh, and I case you missed the edit: The Hermes' text is too long for it's box.

I did miss it - thanks!

Not sure about the "wreckage" bit, I think it works fine as is.
Logged

Megas

  • Admiral
  • *****
  • Posts: 12118
    • View Profile
Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #223 on: January 17, 2014, 08:00:56 PM »

Have not a chance to try everything yet, but below are some quick comments on some of the new ships:

* Cerberus:  Have not played it yet, but been attacked by those under pirate control.  The Heavy Mauler hurts!  On the other hand, I now have an easy source to farm Maulers and Railguns from, which were rare prior to this release.

* Monitor:  With Fortress Shield, high vents, and Power Modulation 10, the Monitor can weaponize its shield, and destroy capitals simply by ramming them continously!  (Think Androsynth comet form.)  This is because the AI cannot deal with constant, gradual hard-flux buildup (as seen in someone's hard flux beams mod).  The Monitor can dissipate flux even while Fortress Shield is active.

* Heron:  Despite low OP, I like this ship.  With max Combat/Technology, it can be (barely) made into a viable fighting flagship.  With Augmented Engines, ITU, Heavy Blaster, 5x Burst PD, and flagship bonuses, it can kite and pick off ships like a frigate.  I have yet to send this and several wings of fighters against a defense fleet.
Logged

Midnight Kitsune

  • Admiral
  • *****
  • Posts: 2846
  • Your Friendly Forum Friend
    • View Profile
Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #224 on: January 17, 2014, 08:04:47 PM »

I exited hyperspace through a star's grav well (I have Navigation level 10) and about 2 to 3 seconds later, SS crashed to desktop with a "fatal 0" error and this stuff in the log:
Question: are you playing with any mods? If so, do these mods have any particularly small or narrow ships? Knowing that might help narrow this down...
Yes I am playing with mods. My fleet is as follows: 1 Sajuuk Khar (From the Hiigaran Decendents mod here and at the very bottom of the ship picture. It is the "longest" ship in my fleet. http://fractalsoftworks.com/forum/index.php?topic=6347.0 ) 1 wolf and 4 Dolphin class custom tugs from the Kadur Theocracy here http://fractalsoftworks.com/forum/index.php?topic=6649.0 although they aren't listed in the pic.

Also I tried to do this again and could not repeat it.
Logged
Help out MesoTroniK, a modder in need

2021 is 2020 won
2022 is 2020 too
Pages: 1 ... 13 14 [15] 16 17 ... 23