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Author Topic: Starsector 0.7a (Released) Patch Notes  (Read 475546 times)

Abradolf Lincler

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1290 on: November 27, 2015, 10:44:38 PM »

There is a little thing I've noticed, Trade fleets in hyperspace just fly straight toward their destination, not giving a crap about storms. It would be nice if they used the clear paths towards their destinations, like actual trade routes. It would also make it easier to make ambushes and it would be more IMERSIVE
They should cross small patch of deep hyperspace tho. Hybrasil - Corvus route can be insanely long if you avoid it entirely.

Well of course, don't make the traders stupid, they could stray from the path, it doesn't have to be perfect. The biggest thing in a traders mind is gettin there quick, gettin there alive, and gettin money
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Clockwork Owl

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1291 on: November 27, 2015, 10:48:37 PM »

I believe there are pathfinding algorithms that takes 'movement cost' into account - movement cost, speed reduction, hazard, or whatever you call it.
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Abradolf Lincler

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1292 on: November 27, 2015, 11:02:25 PM »

I believe there are pathfinding algorithms that takes 'movement cost' into account - movement cost, speed reduction, hazard, or whatever you call it.

Well then why do they keep getting caught in hyperspace storms???
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Clockwork Owl

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1293 on: November 27, 2015, 11:10:19 PM »

I meant the algorithms do exists, not they are implemented in the Starsector.
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Solgarmur

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1294 on: November 28, 2015, 03:17:12 AM »

Hey there, been following development since 0.3 I think and reading up on the updates  but haven't played much. Just wanted to say it looks amazing, exactly what I hoped it to bee keep it up dear devs!
Now I'm going to dig into .7
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Sy

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1295 on: November 28, 2015, 06:28:14 AM »

Hey there
hi and welcome!
Quote
Now I'm going to dig into .7
spoiler: it's pretty awesome.
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Blips

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1296 on: November 28, 2015, 11:33:52 AM »

I've just started playing the new version, and I'm a bit confused: how do I ambush or find pirates? I'm getting these waves of different colors washing over my ship but I can't tell if they mean I'm detecting something or someone is scanning me...
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Gothars

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1297 on: November 28, 2015, 11:50:27 AM »

Those are the edges of sensor circles, they mean that you're within the detection range of some fleet. The color indicates what fleet it is, e.g. yellow = Hegemony. If you make yourself less visible, e.g. turn your transponder of, go dark or hide in a nebula, the circles become smaller.

At the beginning usually pirates find you, just fly around until they attack. You can of course visit typical pirate locations to speed this up, like pirate stations or wormholes (hyperspace site is best). Or you follow around a patrol and fight with them.
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Blips

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1298 on: November 28, 2015, 12:04:57 PM »

Alright thanks!
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Originem

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1299 on: November 28, 2015, 05:29:08 PM »

Feeling Bad about countless NPE, who can tell me why :-*
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Pushover

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1300 on: November 28, 2015, 08:49:04 PM »

Are you using any mods? When are you getting NPEs?
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Ghoti

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1301 on: November 28, 2015, 09:14:06 PM »

Ok. This may sound stupid, but I *constantly* forget to buy black market things first. Is it something were supposed to adjust to? Or maybe market suspicion could temporarily go negative so we don't have to keep the order in mind.  :-\
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Alex

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1302 on: November 28, 2015, 10:16:48 PM »

Ok. This may sound stupid, but I *constantly* forget to buy black market things first. Is it something were supposed to adjust to? Or maybe market suspicion could temporarily go negative so we don't have to keep the order in mind.  :-\

That's a (fixed for 0.7.1a) bug, so there's that.
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Serenitis

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1303 on: November 29, 2015, 02:04:22 AM »

Speaking of forgetting things....
I seem to be making a habit of doing a ton of stuff in hyperspace forgetting my transponder is off and then getting shouted at by patrols when I enter a system.
Some kind of obvious feedback for this would be nice.
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Clockwork Owl

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1304 on: November 29, 2015, 05:37:55 AM »

I learnt to order a jump, press space JUST BEFORE the fleet makes the jump, check the transponder, turn it on and resume.
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