You was busy did't ya. So extensive patch notes and just a couple of TBD.. So 0.9 season of bug-hunting is near. I can feel it in the air. And, I'm confident enough to speak in name of most members, WE are ready. 8)
Oh, it'll still be a bit! But it's mostly down to content stuff. Mostly.
(Stuff that isn't done wouldn't generally be in the patch notes in the first place, the couple of TBDs in there are just for things where I thought it made sense to do that.)
So much awesome stuff, but oddly the one that really jumped out at me: "Centurion: middle two turrets can now face front; arcs expanded". Yay!
Ooooo nononono not buying that. A-a. HET :P You are right, you wouldn't put stuff that isn't done in patch notes but my gut feeling is telling me month or two. Probably closer too two. You'll see ;D
Oh, it'll still be a bit! But it's mostly down to content stuff. Mostly.
(Stuff that isn't done wouldn't generally be in the patch notes in the first place, the couple of TBDs in there are just for things where I thought it made sense to do that.)
Ooooo nononono not buying that. A-a. HET :P You are right, you wouldn't put stuff that isn't done in patch notes but my gut feeling is telling me month or two. Probably closer too two. You'll see ;D
Renamed "Guardian PD System" to "Paladin PD System" (reasons REDACTED)
The first 0.7a patch notes were released seven months before 0.7a released.
How will factions interact with colonies? I see we can build defensive fleets, but will hostile factions actually attack/invade the colony itself, and does this mean that such mechanics are coming to vanilla?
I thought we may all be living in space by the time we got this far (or at least orbiting a blackhole), though honestly I hadn't expected quite so much (content) a decade ago when I stumped up my credits. Let's give it a whirl...
Cautious excitement!?! :D Been checking the website for updates every other day recently.
Nice stuff. Honestly I didn't expect to see a low-tech phase frigate, so that's cool. It's weird because no matter how much stuff there is to dig into in these patch notes, I'm always excited to look for unannounced new ships and weapons the most.
Does that mean you're not allowed to use the specific officer that you found that put you over the limit?
I love Starsector. And I love all this new content. Can't wait.
Oh, nice! My initial assumption was an X-at-a-time limit, and that's actually kinda exploitable. (Though, at the same time, would be nice to not need to fire-and-retrain officers if I swap an officered ship between carrier and non-carrier hulls...) This, by contrast... well, if there's any way to really exploit it, I'm not seeing it.Does that mean you're not allowed to use the specific officer that you found that put you over the limit?
Yeah, that's exactly how it works. If you have say 7 officers and your limit is 5, you can use the first 5. You can however dismiss ones you're not interested in until the ones you want to use are all under the limit.
It gets surprisingly annoying (especially on the UI side) and bug-prone to try to limit you to "X at a time". Didn't seem worth the time and trouble given that it's a fairly fringe use-case with already a clear way to do what you need to in both cases (i.e. dismiss officers/admins).
Oh, nice! My initial assumption was an X-at-a-time limit, and that's actually kinda exploitable. (Though, at the same time, would be nice to not need to fire-and-retrain officers if I swap an officered ship between carrier and non-carrier hulls...) This, by contrast... well, if there's any way to really exploit it, I'm not seeing it.
Can I put an officer into storage to bypass the limit or is the only way to do so is to fire them?
With the storage fee, what about abandoned markets and owned markets? Do I have to pay the fee then?
Lava planets will no longer show up as part of the combat background (too bright)
Yeah, that's exactly how it works. If you have say 7 officers and your limit is 5, you can use the first 5. You can however dismiss ones you're not interested in until the ones you want to use are all under the limit.Hm, are there any plans whatsoever where Officers and / or Administrators can die? For example, if an Officer's ship gets destroyed or a riot breaks out at a Colony. If there are such plans, it would be much more important to have at least a small number of experienced Officers / Administrators to cover such losses. Or even just being able to store them somewhere at a known location (like dropping them off at said dockside bar in your Colony to pick them up later if needed) would be of immense use. You could go more in-depth, let letting officers request to be dropped off somewhere so they can start their own side adventure and letting the player go on a mini-adventure to find them later on, leveled up compared to before would be interesting, but being able to have more than the strict limit in any form is almost necessary, I think.
It gets surprisingly annoying (especially on the UI side) and bug-prone to try to limit you to "X at a time". Didn't seem worth the time and trouble given that it's a fairly fringe use-case with already a clear way to do what you need to in both cases (i.e. dismiss officers/admins).
Oh, nice! My initial assumption was an X-at-a-time limit, and that's actually kinda exploitable. (Though, at the same time, would be nice to not need to fire-and-retrain officers if I swap an officered ship between carrier and non-carrier hulls...) This, by contrast... well, if there's any way to really exploit it, I'm not seeing it.HOI4 handles that by giving commanding officers "Reassignment Duration", a mechanic where reassigning an officer to a different army is not instant and takes time. Buffs from both officers (the officer getting removed from the position and the officer taking his place) do not apply until the replacement officer reaches their post. Some traits can modify this - for example, Erwin Rommel has the "War Hero" and "Media Personality" traits, which modify the Reassignment Duration by 50% and 100% respectively (meaning a Reassignment which takes 10 days would take 25 days instead). I think that crushes just about every form of exploitation.
Re: Officers
Having more officers than you can use in reserve would have been handy when I wanted to try a dedicated Vigilance Pilum spam fleet piloted by several Timid officers. Never did that because I did not want to permanently fire my other officers.
Nice news on Centurion. Hopefully, it will no longer be a poor-man's Monitor knockoff.
You could always try no officers and then using the avoid command on as many ships as possibleBurns too much CP (and too much micromanagement), and I probably want skill power (for more speed and better missiles) on those ships, especially during the 0.7.x era.
Is this really necessary? They're not brighter than stars, are they? Stars do show up in combat backgrounds, don't they?
Hm, are there any plans whatsoever where Officers and / or Administrators can die?
I note a couple of things that have to do with saving - the new version of xstream and the sectorEntityToken replacement - does this mean that the dreaded save bug is no more? That would be great news!
I'm not seeing any changes on the skill tree besides the addition of colony skills.
Was the combat/technology tree changed at all? What about the level cap and how points are earned/spent?
I note a couple of things that have to do with saving - the new version of xstream and the sectorEntityToken replacement - does this mean that the dreaded save bug is no more? That would be great news!
Hopefully - it's not something that I'd been able to reproduce, so I can't say for sure, but the change is meant to try to address this.
On a related note, I'm not seeing this in the patch notes, though I swear I thought I'd put it in - but a crash during the save process, for any reason, should no longer result in a corrupted savefile. It might technically be possible if it's at the worst possible moment? But that should be exceedingly unlikely and of course you'd still have the auto-backups.
Here's hoping! Interesting that you can't reproduce, for me it always happens while backing up the previous save file rather than saving a new one (and people get around the bug by using 'save copy' rather than save). Curious, because I'd think that would just be a call to the filesystem for a name change?
Also, I reread and the bit about variants being auto-generated at battle start popped out. Does this mean that the variety of enemy ship compositions is about to go way up, or will it usually generate the same thing for the same faction?
How will factions interact with colonies? I see we can build defensive fleets, but will hostile factions actually attack/invade the colony itself, and does this mean that such mechanics are coming to vanilla?
This kind of thing has to happen for defensive fleets to make sense, right? I'm not quite sure how much of it will make it into 0.9a; certainly enough for there to be a point to building a military base, orbital stations, and other defenses. But beyond that, into something like full-fledged invasion-type mechanics? Will have to see how the timing pans out.
I'm not seeing any changes on the skill tree besides the addition of colony skills.
Was the combat/technology tree changed at all? What about the level cap and how points are earned/spent?
No significant changes at this point, yeah. I'd like to do it - and have some fairly specific ways I'd like to go about it - but I'm not sure I'll be able to squeeze it into 0.9a.
Wow, impressive...Seems a big work for my translate group though.
Still want a beam spawner and a custom missile contrail spawner.
How about for the exploration/salvaging part of things? Were things tuned or are those skills still required to properly explore?
I don't mind this too much to be honest but the level cap makes things too restrictive without modding that out.
Related to that, do military buildings have any range? Do they protect just the colony they're located at, whole system or even some hyperspace around it? Or at least nearby colonies.
You haven't mentioned it anywhere, but more Suspiciously Redacted Content is coming too?
That being said, I honestly think "AI ship loadouts are dynamically generated, based on what's available" is probably the best feature among this (it makes the AI play just like I have to - scrambling to find enough weapons to equip my fleet and using lots of wonky interesting setups), which says a lot considering how awesome it is that factions finally get fleshed out with more in-depth game mechanics and that we get to make our own factions on top of that.
I think this was stated before, but do weapons and ships have faction tags now? So for example, a modded faction would prefer only to refit their ships with their own faction tagged weapons and so on.
Moreover, was the Codex changed at all changed on the UI overalls? That would be a good place to utilize faction tags.
I think this was stated before, but do weapons and ships have faction tags now? So for example, a modded faction would prefer only to refit their ships with their own faction tagged weapons and so on.
Moreover, was the Codex changed at all changed on the UI overalls? That would be a good place to utilize faction tags.
Will there be use for the Marines?
Will the colonies have needs and requirements to function and keep happy?
Will we be able to add in custom, upgradable industries? (Maybe a silly question; I'm sure we can.) I have a few things in mind for that...
Looks like the mid-game (colony/faction management) is setting up nicely for some great end-game content. In the current in-dev state, how much more time does it take you to reach a point where you say “I’ve reached the end of the content and need to start a new character” relative to 0.8? Do colonies add a lot of carrot-on-a-stick to continue the same play through?
Renamed "Guardian PD System" to "Paladin PD System" (reasons REDACTED)
My best guess is that this will be excessively used by Luddic Church fleets or only available from Luddic markets.I'm pretty sure there will be other thing called Guardian now, which caused the PD system name change. Remember Alex's tweets?
There might also be some spec change on it so it can be worth it's cost as a "large" pd, since it's now quite crappy.
Hm, sorry, I can't really recall anything related.My best guess is that this will be excessively used by Luddic Church fleets or only available from Luddic markets.I'm pretty sure there will be other thing called Guardian now, which caused the PD system name change. Remember Alex's tweets?
There might also be some spec change on it so it can be worth it's cost as a "large" pd, since it's now quite crappy.
Your formatting is messed up, yo.I'm not seeing anything specifically "new" tbh.
Check out this thread: http://fractalsoftworks.com/forum/index.php?topic=13249.0
Poor Mudskipper MkII.
Insult to injury.
:D
Poor Mudskipper MkII.
Insult to injury.
:D
Hey Alex, how complete would you say the roster of vanilla ships and weapons is at this point? Are we looking at 90% of ships are in the game and then 85% of weapons—I ask because not very many new ships/weapons were added over what is nearly a year of development time. Now obviously you've got some stations going in and surely a couple REDACTED ships/weapons, but do you feel most niches have been filled, then?
Nooooooooooooooooooooo, my favorite ship the Afflictor was nerfedMaybe quad Reaper loadout did, but AM blaster loadout, if anything, probably got better. More damage to AM blaster shots? That is good. Using a faster ship to unload two or three AM blaster shots with more damage per run, instead of Harbinger's triple Mining Blaster, is better - and cheaper. Not only that, after Afflictor unloads AM blasters, it can back off (for AM blasters to cool down) and let its buddies wail on the enemy while Amplifier lasts.
Any notable differences between Hegemony and Diktat now? You user Pathers as an example, but they were already fairly distinct, while I feel Hege/SD fleets are almost colorswaps sometimes.
Nooooooooooooooooooooo, my favorite ship the Afflictor was nerfedMaybe quad Reaper loadout did, but AM blaster loadout, if anything, probably got better. More damage to AM blaster shots? That is good. Using a faster ship to unload two or three AM blaster shots with more damage per run, instead of Harbinger's triple Mining Blaster, is better - and cheaper. Not only that, after Afflictor unloads AM blasters, it can back off (for AM blasters to cool down) and let its buddies wail on the enemy while Amplifier lasts.
If anything, the change from disruptor to amplifier is either upgrade or sidegrade for Afflictor (playership that abuses invulnerability frames during decloak), while Harbinger getting disruptor will probably be a big upgrade.
I think what's in covers the bases pretty nicely. There are certainly some more niches that could be filled, but that would always be the case, for increasingly narrow niches. If 1.0 shipped with the current set of ships and weapons, I would be 100% ok with it. Of course, there's still the possibility for adding more, but it's on the "whether me or David feel like adding something in particular" basis, rather any kind of specific plan to do so. The Devastator is a pretty good example - it didn't really need to be in, specifically, but it does have a role and, well, I just thought it'd be fun and wanted to do it.
Or, something like the Gremlin - the introduction of doctrine controls and a "phase" component to it made having a low-grade phase ship desirable, and there we go.
I've been wondering: Now that we'll be able to found and govern our own faction, will there also at some point be a possibility to join another faction as a ruler of one station/planet/system?
That's a good first step to making pirates act like pirates not psychotic serial killers. Although I think this would also be a really good fit for a dialogue option after a successful pirate intercept.
The reverse should also be true though - player pirates should be able to demand cargo from their targets instead of going for straight murder (because a "pirate" that just kills everyone with no demands, or even if their demands are fulfilled is a stupid and unprofitable pirate who won't live long).
It's a minor option and more "neat thing for someone to discover" than primary game mechanic. Probably shouldn't have even put it in the patch notes :)
I hear what you're saying, for sure. The counter-point is that the game's focus is combat, and campaign-level activities should (generally! not always) funnel the player towards that. A high degree of unprofitable and bad-for-self-preservation behavior is essentially a design requirement.
Starsector is an in-development open-world single-player space-combat, roleplaying, exploration, and economic game. You take the role of a space captain seeking fortune and glory however your choose.
Since you let us go over the officers cap ( while we still cant use them until we send them into the void ( ... the science is leaking out )
Give us the ability to store officers ( eg. when we have our own outpost )
could be done ( spontaneous idea )
-a building ( cryochamber or something ) also possible with some upgrades to increase capacity ( and a monthly fee depending on the level of the building )
-just send them to have some free time ( but also at a cost .. you have to pay for their free time ) and therefore also available without another building but again only with our own outpost.
so this is not a no-brainer and the slots are reserved for the best of the best.
To me, the game is at its best when it immerses you in the world as a small business owner with a home port, small fleet, jobs to take and mouths to feed. The "fun" of the game, in my opinion, comes more from "how can I stay afloat with what I got" than "woohoo let's blow up another pirate fleet".
Frequently, I see my fleet of something like 2 destroyers and 2 frigates being attacked by 3 (D) frigates.
...
Hopefully that wouldn't be too difficult to implement. I feel it would add a good deal of dynamic difficulty to the game and keep funneling the player to battle without making enemies too easy and suicidal.
That's a good first step to making pirates act like pirates not psychotic serial killers. Although I think this would also be a really good fit for a dialogue option after a successful pirate intercept.
The reverse should also be true though - player pirates should be able to demand cargo from their targets instead of going for straight murder (because a "pirate" that just kills everyone with no demands, or even if their demands are fulfilled is a stupid and unprofitable pirate who won't live long).
I hear what you're saying, for sure. The counter-point is that the game's focus is combat, and campaign-level activities should (generally! not always) funnel the player towards that. A high degree of unprofitable and bad-for-self-preservation behavior is essentially a design requirement.
That's not to say that the specific options you're talking about wouldn't be good. They might be! I'm just saying that stuff like that - that lets you avoid combat - should be evaluated in terms of gameplay and not assumed to be good because it makes the behaviors more believable or realistic. Some of that is good, both because it opens up player options and makes things feel more believable. Too much of it would be bad.
lots of new stuff, so i am so excited that cannot wait anymore !!!!!! it's amazing that you're making may dreams come true improving this game to "maraviglia", and so sorry for don´t be able to explain myself correctly in english, i intend but needing help to learn, my apologize and congratulations again
Note that player-pirates would still need to fight for their reputation. Nobody is going to drop cargo or transfer credits to some random guy they've never heard of. Build a reputation as a fearsome pirate who kills those to refuse to give in to their demands should be just as important as not killing the ones that do.
I don't know that "nobody" is going to drop cargo to some random guy if said random guy is pointing an onslaught at them...
My grim reaper murder-fleet does not care much what enemy is in the way. If it can kill it and profit somehow (profit may be optional if my Ming-wannabe is swimming in resources), my fleet is happy. My fleet is less of a pirate and more of an omnicidal maniac who kills for amusement, although it will not say no to free money and xp. ("Later! I like to play with things awhile, before annihilation. Hahaha...") I may try a destroy-all-factions playthrough, maybe if/when Starsector gets game-ender win conditions.
- Faction hostilities: fixed various issues re: hostilities properly ending and total number/frequency
- Last for at least 6 months, and rarely more than a full cycle
- Hostilities between Hegemony-TriTachyon and other starting hostilities between major factions (i.e. not pirates/pathers) are no longer permanent
Are there plans to add more core worlds to this update? I could stand to have a few more, lore and gameplay-wise. There's some interesting combinations we haven't seen yet (iirc) like a system inhabited by both the Church and Tri-tachyon or the Persean League and the Hegemony. I feel like more warzones like Valhalla (?) would be an interesting place to hang out in.
I have a few questions about these changes. Once hostilities end, is TT any more likely to go back to war with the Hegies compared to war with one of the other factions? Is there anything influencing weighting on who fights who or does it remain entirely random?
Ships gradually get more aggressive when their peak time and CR tick down
Will there be some optimization done for this new release? The game's been quite laggy when travelling (not in combat or in stations) for me. I don't have a gaming rig but I would think a 2D game should run smoothly on a Macbook air? I do understand the current focus is on new content, just hoping there will be a optimisation pass sometime in the near future?
Are there plans to add more core worlds to this update? I could stand to have a few more, lore and gameplay-wise. There's some interesting combinations we haven't seen yet (iirc) like a system inhabited by both the Church and Tri-tachyon or the Persean League and the Hegemony. I feel like more warzones like Valhalla (?) would be an interesting place to hang out in.
Ah - there might be a few less, actually; there's been a bit of rearranging on that front. It's something like 50-ish colonies total, and I feel that's approaching being too much; beyond a certain point, things can start to blur, and these do still have a cost in terms of performance. I do hear you re: warzones etc, though, but ideally that would happen more dynamically.
there might be a few less, actuallyNooooooo!
Yes, there's been quite a lot of that, both for combat and for the campaign; hopefully it will help in your case! Hyperspace can still sometimes get a bit intensive, though, depending on the number of fleets nearby and how far you zoom out. But it's definitely a lot better than it used to be, I'd say something like 30% or so faster overall.That's awesome! And yeah your explanation makes sense, I guess there is a lot happening in the game than just the graphics!
-snip-
Yes, there's been quite a lot of that, both for combat and for the campaign; hopefully it will help in your case! Hyperspace can still sometimes get a bit intensive, though, depending on the number of fleets nearby and how far you zoom out. But it's definitely a lot better than it used to be, I'd say something like 30% or so faster overall.
(As a point of possible interest: just because a game is 2D that does not mean it's not resource-intensive. That's a common misconception, but it is indeed just that. Much of the performance required by Starsector is not graphics-related, anyway, but even the graphics part won't necessarily be faster or slower, it just depends on what the game actually does.)
I think what's in covers the bases pretty nicely. There are certainly some more niches that could be filled, but that would always be the case, for increasingly narrow niches. If 1.0 shipped with the current set of ships and weapons, I would be 100% ok with it. Of course, there's still the possibility for adding more, but it's on the "whether me or David feel like adding something in particular" basis, rather any kind of specific plan to do so.
I think what's in covers the bases pretty nicely. There are certainly some more niches that could be filled, but that would always be the case, for increasingly narrow niches. If 1.0 shipped with the current set of ships and weapons, I would be 100% ok with it. Of course, there's still the possibility for adding more, but it's on the "whether me or David feel like adding something in particular" basis, rather any kind of specific plan to do so.
Then I would kindly suggest another midtech capital ship.
Frequently, I see my fleet of something like 2 destroyers and 2 frigates being attacked by 3 (D) frigates.
Huh, really? That shouldn't happen; could be a bug that I've since fixed. Just gave it a quick test and a pair of (D) frigates runs away from my fleet of 1 frigate and 1 destroyer. Possibly mod-related?
In any case, totally agree that that's not a good thing and forcing the player to have trivial fights like that is not a good idea.
I've heard SS described as "Mount & Blade in space". I'd never played it til earlier this year, there's quite a few features that would be great in SS. In particular I'd like to see named NPC captains who you have individual relationships with, and the ability to conquer markets as in Nexerelin (or better). Judging by some of the changes here, and what I've read in the past, it sounds like that may be the intent.
I'm not sure about relationships w/ specific NPCs in particular; will have to see how things go. Can definitely see the argument for it and it's a very good thing in M&B, though.
Changes as of June 01, 2018Will the d-mods be random just as post-battle recovery?
- Ship production "quality" is based on many factors and affects the number of d-mods a produced hull will have
I doubt it'll be out until November at the earliest
It was always nice in M&B how, even if you were a neutral non-associated guy, some people from a faction might ignore you while others would chase you to the ends of the earth to murder you and yet others might save you from certain doom even though it is not part of their duty, simply because of some earlier interactions you had with them that might have left an impression.
I think it could be possible to get close-ish to that point here, though the larger scale makes it difficult to achieve the same feel. It would have probably worked out well back in the day when we were all crammed together into the cozy corvus system - come to think of it it might be cool to have an extra setting at campaign generation for an even smaller sector size with even fewer systems (and I can imagine some players' computers might be grateful for that, too).
Out of curiosity is there any slight idea of an eta? I’m thinking of playing a campaign before hand and I don’t wanna be in the middle of a game just to need to update lol
Does autofitting system for AI fleets support re-autofitting later in fleet lifetime?
For example AI fleet wins a battle, loses some ships, aquires new weapons from both lost ships and destroyed enemies.
Can/will it re-autofit its existing ships using new weapons?
I now need to know what do you mean by "quality"Changes as of June 01, 2018Will the d-mods be random just as post-battle recovery?
- Ship production "quality" is based on many factors and affects the number of d-mods a produced hull will have
Right, yeah. It's just not something I really want to tack on without a reason. In M&B the lords were pretty central to a lot of things, so it made sense to keep track of reputation etc.
It was always nice in M&B how, even if you were a neutral non-associated guy, some people from a faction might ignore you while others would chase you to the ends of the earth to murder you and yet others might save you from certain doom even though it is not part of their duty, simply because of some earlier interactions you had with them that might have left an impression.
I think it could be possible to get close-ish to that point here, though the larger scale makes it difficult to achieve the same feel. It would have probably worked out well back in the day when we were all crammed together into the cozy corvus system - come to think of it it might be cool to have an extra setting at campaign generation for an even smaller sector size with even fewer systems (and I can imagine some players' computers might be grateful for that, too).
Right, yeah. It's just not something I really want to tack on without a reason. In M&B the lords were pretty central to a lot of things, so it made sense to keep track of reputation etc.Out of curiosity is there any slight idea of an eta? I’m thinking of playing a campaign before hand and I don’t wanna be in the middle of a game just to need to update lol
You're good; the next thing I'm going to be putting out is a blog post :)Does autofitting system for AI fleets support re-autofitting later in fleet lifetime?
For example AI fleet wins a battle, loses some ships, aquires new weapons from both lost ships and destroyed enemies.
Can/will it re-autofit its existing ships using new weapons?
It won't do that, no. That would be pretty involved. Also, I I suspect the actual player-facing outcome might often be "why is this thing broken there are weird weapons on this <faction> fleet" :)
I've wanted fleet officers to be "recycled" and appear again with reputation persistence, not for any behavioral effects (although those would be nice too) but simply because it'd be neat for the player to open the comm link and go "oh we've met before". Kind of a "make the Sector feel more alive/real" thing.Yeah - The whole thing that gave me the impression that it'd be an eventual feature is that when say a fleet caught you with the transponder off, you'd lose reputation with its captain as well as their associated faction. I'm not sure if that's even still a thing in 0.8 though, but yes - at the bare minimum functionality it'd simply be an immersion thing. The next step up is if their disposition towards you, independent of that of their faction, changed gameplay in some way. If negative; Extorting you if you're significantly weaker, following you into hyperspace or the far reaches of their sector to try to kill you away from prying eyes, or if positive, jumping in a battle to help you against a faction theirs is neutral towards, escorting you through their sector if your fleet is weak, there are a lot of possibilities there. Then there's stuff like influencing the politics of a faction or alliance, playing them off against each other or going out of your way to help ensure the stability of a faction. All that said, the question is if such systems were created, would they be fully fledged, and would it be worth any effort if not? I think there'd be a lot of room for this sort of stuff within Starsector's gameplay, but I understand if it doesn't fit within the constraints of time/resources/development. We've already got honestly one of the best games I've played
I've wanted fleet officers to be "recycled" and appear again with reputation persistence, not for any behavioral effects (although those would be nice too) but simply because it'd be neat for the player to open the comm link and go "oh we've met before". Kind of a "make the Sector feel more alive/real" thing.
I believe that's a feature, not a bug.
I come in for my semi-monthly check on the game, and WOW, I am so looking forward to playing with the new update when it comes.
Just from the patch notes, looks awesome Alex.
How will faction hostilities be decided? Are there factors for tension like land, trade wars, attempts to destabilize colonies- or is it just random? It'd be interesting if all the other factions can (attempt to) band up to beat down anyone that gets too dominant.
It'd also be interesting if the player (or AI) could ultimately subjugate all other factions as a kind of late game challenge, or take missions to help re-establish a faction suppressed by someone else. Maybe by the power oflovefriendshipthreats-of-violence the player could even unite the sector and usher in a new dawn of prosperity!
I guess in a nutshell I'd like the system to allow for a little intrigue, some power plays: tangible player driven changes beyond just being good at killing things.
On an entirely unrelated note, have you been working on starsector full time or are there other projects to keep the bread flowing? Such a long time working on one game; must feel odd to know you're reaching the finish line.
(Bounties)Will now pay out and increase reputation when hostile or worse with offering faction
Mainly just removing what felt like an unnecessary complication to convey to the player. It could really go either way whether bounties raising rep from below a certain point is good or bad, and given that, the simpler option seems the way to go. And since I was re-implementing all of these as "intel"...At least I will not need to grind Remnants for cores to turn in and raise reputation above Vengeful. (The cash bonus is nice, but the rep raise is what I am interested in most.)
Can you please remove this such annoing white flashing via full screen in battles when i destroy a ship? I have to turn my head away or close my eyes with hands to not see this !!!You can. Go to the settings.json file in starsector-core / data / config and set "enableShipExplosionWhiteout" to "false".
Thanks mate.Can you please remove this such annoing white flashing via full screen in battles when i destroy a ship? I have to turn my head away or close my eyes with hands to not see this !!!You can. Go to the settings.json file in starsector-core / data / config and set "enableShipExplosionWhiteout" to "false".
Can you please remove this such annoing white flashing via full screen in battles when i destroy a ship? I have to turn my head away or close my eyes with hands to not see this !!!You can. Go to the settings.json file in starsector-core / data / config and set "enableShipExplosionWhiteout" to "false".
First of all, best game ever ! Thank you so much for all of it.
Silly first question : where do i download 0.9a ?
Do you have any plans to let factions colonize and generally do the same colony related things the player can do ? Similarly, will we be able to colonize a planet on a faction's behalf ?
Do you have any plans to let factions colonize and generally do the same colony related things the player can do ? Similarly, will we be able to colonize a planet on a faction's behalf ?
Hi - that's come up a couple of times; while it sounds potentially interesting, it's not a direction I really want to go in. That is, I don't see Starsector as a full-on 4x game, but rather one with player-facing 4x elements and possibly some minor nods to that by the factions, but nothing full-blown.
I don't want to sound like some kinda weirdo, but you could always play the missions. I mean, if you're into that kind of thing.
Just curious what the delay in release is?
Usually quite consistent Alex with a year-to-year major update.
Ehh, if it hadnta been for Alex taking his sweet time, I woulda never played (going down the list in alphabetical not chronological order) Caves of Qud, Celeste, Conquest of Elysium, Cuphead, Dead Cells, EDF 4.1, Enter The Gungeon, Fictorum, Hollow Knight, Immortal Redneck (heh they made a game about me), JYDGE, Monolith, Mothergunship, STALKER, Subnautica, The Forest, The Witness, or Wizard of Legend.
It's at the point where its too close to a new release to get heavily involved in a new campaign, but also seems too far away to not scratch the itch.
I don't want to sound like some kinda weirdo, but you could always play the missions. I mean, if you're into that kind of thing.
Ehh, if it hadnta been for Alex taking his sweet time, I woulda never played (going down the list in alphabetical not chronological order) Caves of Qud, Celeste, Conquest of Elysium, Cuphead, Dead Cells, EDF 4.1, Enter The Gungeon, Fictorum, Hollow Knight, Immortal Redneck (heh they made a game about me), JYDGE, Monolith, Mothergunship, STALKER, Subnautica, The Forest, The Witness, or Wizard of Legend.
You're ... welcome?
tell me cuando cuando cuando ???
So how does the Micro Burn system work? Can the ship (Odyssey) move anywhere like jets, or does it move the Odyssey forward only like Burn Drive?
I get that it works differently but there seems to be more one-off mobility systems by the patch (though I guess Plasma Jets is also used on the TT Brawler). Couldn't Odyssey be worked around to use Plasma Jets instead?
I get that it works differently but there seems to be more one-off mobility systems by the patch (though I guess Plasma Jets is also used on the TT Brawler). Couldn't Odyssey be worked around to use Plasma Jets instead?
Although honestly I'd rather see it on a smaller ship than the Odyssey, like, if you were to make a destroyer-sized ship with the odyssey's mid-high tech level and slap it on that, that would be rad.
Currently, the only way Odyssey can compete somewhat with other capitals is to constantly backpedal and snipe with triple lances with support from Longbows or Longbow and Dagger.
Broadside ships don't work in Starsector. Look how the Conquest is usually built. All assault on one side and pd and anti frigate on the other.
You literally just described how they work :) I mean, they're not an ideal fit for every ship and so on, so no major argument, but they *do* work. And the turret overlap was more of an implementation hiccup; I don't remember at this point if it was intentional or not, but it was certainly not meant as a primary feature of the hull. If it was meant to focus frontal firepower, it wouldn't be laid out the way it is.Do you know what is funny? Even the AI knew how to use triple lance sniper against a lone AI ship. It would kite and perfectly line up with all three turrets and blast the enemy will all three lances perfectly. It would even adjust its course to maintain the three turret overlap.
leave that right turret empty because it has no use.
Like I said, there are other changes as well, so I'm not sure anything much re: balance makes much sense to talk about without accounting for those.
Like I said, there are other changes as well, so I'm not sure anything much re: balance makes much sense to talk about without accounting for those.Considering the removal of arc overlap, I assume that Odyssey is becoming more of a carrier now. I don't really like this direction, but I don't know if it's really going that way either.
You telling us there will be another changelog to feast upon soon?
Considering the removal of arc overlap, I assume that Odyssey is becoming more of a carrier now.
I don't know if this was mentioned already, but the IPD-AI could use some love, it's fairly useless, since none of the small weapons are useful as PD. Maybe it could increase their precision and turn rate?
I'll be honest, I think the Plasma Burn looks silly. I mean I'm not expecting realism here and it looks fun to use but it looks really odd to see a ship at that size accelerate that quickly and then lose all of the momentum like it hit something.
So now we have Burn Drive, Maneuvering Jets, Plasma Jets, and Plasma Burn? It feels almost unnecessary.
Plasma Burn does not seem like a total copy. At least the shield stays up. Based on the animated image, I have no problem with it so far.Mmm, didn't notice that. Suppose so.
We need more built-in and unique weapons like the Onslaught's Thermal Pulse Cannons. Those are tremendously fun and make the hull quite a bit more standout.Agree, unique and built-in weapons can make the world feel a bit more lived-in, not everything is modular.
Plasma Burn does not seem like a total copy. At least the shield stays up. Based on the animated image, I have no problem with it so far.It makes Odyssey look like an oversized Aurora, though I suspect it might not outclass Aurora at rapid insertion. Especially since forward boost for a broadside ships isn't very convenient...
It makes Odyssey look like an oversized Aurora, though I suspect it might not outclass Aurora at rapid insertion. Especially since forward boost for a broadside ships isn't very convenient...Odyssey has been Aurora's big brother for most if not all of Starsector's past history. Both used to have High Energy Focus, soon both will have mobility systems.
Since you seem to work on a lot of smaller not-high-priority stuff, Alex, let me just mention the enlarged pictures (http://fractalsoftworks.com/forum/index.php?topic=9346.0) idea again :)
Btw., I think the plasma burn looks nice. I think a concern people have is that too many similar ship systems might be introduced. A distinct system for each ship is good, but similar systems make matters confusing. For example, it would be bad to have fast missile racks, quick reloading missile racks and a missile rack enhancer.
I'm also secretly hoping for another High Tech destroyer, maybe another small Energy weapon that deals hard flux, and a [REDACTED] Capital ship of some sort...if we're posting wish lists. :)
(P.S. Did the Terminator Drone get changed, altered, or is that a new option? Looks like two drones with a PD Laser and IR Pulse.)
I'm also secretly hoping for another High Tech destroyer, maybe another small Energy weapon that deals hard flux, and a [REDACTED] Capital ship of some sort...if we're posting wish lists. :)
Hmmm! (One, possibly two out of three. Which ones? I'll never tell!)(P.S. Did the Terminator Drone get changed, altered, or is that a new option? Looks like two drones with a PD Laser and IR Pulse.)
Yeah, it got changed. 2 in a wing, no shields, a bit more sturdy, PD + IR Pulse, and the "Terminator Core" built-in hullmod that gives a lot of bonuses that generally make it make it live up to its name against fighters. With PD taken care of, the Tempest itself now has High Energy Focus.
Hmmm! (One, possibly two out of three. Which ones? I'll never tell!)
I think a concern people have is that too many similar ship systems might be introduced. A distinct system for each ship is good, but similar systems make matters confusing. For example, it would be bad to have fast missile racks, quick reloading missile racks and a missile rack enhancer.
I think a concern people have is that too many similar ship systems might be introduced. A distinct system for each ship is good, but similar systems make matters confusing. For example, it would be bad to have fast missile racks, quick reloading missile racks and a missile rack enhancer.
Essentially this. Plasma Jets and Plasma Burn are both high tech engine-based mobility systems that apparently use plasma. And while Plasma Burn excels in its own way, in general it feels like a discount version of Plasma Jets. This is fine across tech levels (e.g. Active Flares vs Normal Flares, or even Plasma Jets vs Maneuvering Jets) but in the same tech level feels odd. It gives the feeling (as others have alluded to) that Odyssey wants to have Plasma Jets, but can't because Plasma Jets is too powerful; so it gets a nerfed version of it instead. Overall it feels gamey.
My preference would be to nerf th Odyssey's baseline mobility and give it Plasma Jets instead. Of course this is all thematic so take of it as you will.
RE: the dropping out of Warp feel. I don't really get that from the gif... to get that feel IMO Plasma Burn needs to have a much longer distance travelled. In fact that might be an idea to make it less of a discount Plasma Jets, maybe nerf it to 1 charge at a time only.
Essentially this. Plasma Jets and Plasma Burn are both high tech engine-based mobility systems that apparently use plasma. And while Plasma Burn excels in its own way, in general it feels like a discount version of Plasma Jets. This is fine across tech levels (e.g. Active Flares vs Normal Flares, or even Plasma Jets vs Maneuvering Jets) but in the same tech level feels odd. It gives the feeling (as others have alluded to) that Odyssey wants to have Plasma Jets, but can't because Plasma Jets is too powerful; so it gets a nerfed version of it instead. Overall it feels gamey.
In fact that might be an idea to make it less of a discount Plasma Jets, maybe nerf it to 1 charge at a time only.
While we're on the subject of polishing...i still find it useful for the weapons that do use it (the burst pd lasers are a prime example),
Prometheus still uses a drone system instead of drone wings like every other ship that previously used drones.
Also given Expanded Magazines has nothing to do with Ballistics anymore maybe it should have a different icon and be called Expanded Capacitors or something instead. Or maybe it should stop existing since it just doesn't affect that many weapons and feels more like an OP tax than anything.
Expanded Magazines feels like a relic from a bygone era and would not mind seeing it removed. It feels required on Onslaught (for TPCs) and the few other ships that use Autopulse Laser. Occasionally handy for AM Blaster if twenty shots is not enough, although I prefer if ammo for that weapon was done away with. Twenty shots is sometimes enough before CR decays, and AM Blaster is very expensive already by itself.
Autopulse Laser looks cheap at 20 OP, until you plug Expanded Magazines in to make it more functional, then its actual OP cost can vary, maybe closer to the (overpriced) plasma cannon.
Didn't see it in the changelog, so quick question: are there API methods to bring up the "name your faction" dialog screen, and to check if the player has already gone through it at least once?
Hmm, it's a bit awkward if the player were to get their first market by conquering an existing one, and then see it using the default faction name (especially if it's still "Your"). It's not so bad if they can fix the problem from a market screen, although that doesn't sound like the most visible feature.Didn't see it in the changelog, so quick question: are there API methods to bring up the "name your faction" dialog screen, and to check if the player has already gone through it at least once?
No and yes (via Misc.isPlayerFactionSetUp()) - is the former an issue for Nex? The faction config dialog comes up when 1) you colonize your first planet, and 2) when you click on the faction name in the trade/colony info screen.
So... when's this coming out?Soon™
Will 0.9a get rid of the last vestiges of D mod ships that can't be fully restored? I keep noticing a type of D mod sunder that has the large mount downgraded to a medium and having to check the stats of all my d mod ships to make sure they are fully restore-able before I salvage them is annoying.
Greatly improved missile tracking
bring back original griffonWhile fun, that wrecked Gryphon after one fight. Pure D&D-style nova class in Starsector if there was one.
also we are going to need at least an additional missile destroyer (buffalo doesn't count as it sucks.. or at least make it better)Shrike might pass as one if those two medium mounts are synergies.
also we are going to need at least an additional missile destroyer (buffalo doesn't count as it sucks.. or at least make it better) converted merchantmen are all well and good but to truly embrace the MMM destiny we will need some heavier ordnance.
Missiles are my bread and butter and the only thing stopping me from being known as a Missile Platform rather than a ship is the limitations on hardpoints.
Any chance we'll see some form of customization that'll let me become a missile man?
I think thats more because sabots (and maybe talons) are a bit too strong and less because buffalos are any good.
If you put any other missile in those slots, then the ships is terrible. This implies that 12 OP of missiles/4 dp is not good, it's just that stacking sabots is OP. I think the ship need a lot of help to be useful, especially in the campaign.
Anyway, player can't use such attrition tactics in campaign. Plus they are definitely not fuel-cheap, only supply-cheap. But in a narrow sense, Buffalos are worth their DP cost alright, if correctly built.So what you're saying is that the Buffalo needs buffs to be useful to the player in the campaign. If it's worth its dp cost but only to the AI (or in non-campaign scenarios) with a very specific load out , what's the point? The AI doesn't care about supplies, and doesn't use the right load out or deploy them in large numbers, unless it just exists to be slaughtered and the player should never use it, which is not fun/good balance IMO.
unless it just exists to be slaughtered and the player should never use it, which is not fun/good balance IMO.Only if both sides need to be balanced. If you need wimps that level 1 characters can fight and win, then such obviously inferior options serve their purpose. Pirates are the rats, goblins, and kobolds in space that players get to kill before they become strong enough to safely take on dragons and kings.
Quoteunless it just exists to be slaughtered and the player should never use it, which is not fun/good balance IMO.Only if both sides need to be balanced. If you need wimps that level 1 characters can fight and win, then such obviously inferior options serve their purpose. Pirates are the rats, goblins, and kobolds in space that players get to kill before they become strong enough to safely take on dragons and kings.
Buffalo 2 has struck me as an obviously inferior ship for pirates to use, much like Thumper for weapons. (Pre-0.8 Thumper was so bad that empty mount was a better option.)
Missiles are my bread and butter and the only thing stopping me from being known as a Missile Platform rather than a ship is the limitations on hardpoints.
Any chance we'll see some form of customization that'll let me become a missile man?
Sorry, I'm afraid not :) Missiles don't generally build up flux - and often have highly limited ammo - so they are near impossible to balance if they could be mass-installed on a ship. That goes double if they could be installed on *any* ship, not one specifically meant for it.
Missiles are my bread and butter and the only thing stopping me from being known as a Missile Platform rather than a ship is the limitations on hardpoints.
Any chance we'll see some form of customization that'll let me become a missile man?
Sorry, I'm afraid not :) Missiles don't generally build up flux - and often have highly limited ammo - so they are near impossible to balance if they could be mass-installed on a ship. That goes double if they could be installed on *any* ship, not one specifically meant for it.
Heck your balance! Gimme explosions!
I am beyond hyped for the release of this patch - it will extend gameplay massively.There's never a set time. When it happens, it happens.
Does anyone know a release date or a general time it will be put through?
TONIGHT'S THE NIGHT
Indeed. Truly dreadful behavior, since I have been waiting for this update since I bought the game 5-6 years ago.TONIGHT'S THE NIGHT
Says who? You can't just say stuff like that and get my hopes up. :'(
Indeed. Truly dreadful behavior, since I have been waiting for this update since I bought the game 5-6 years ago.TONIGHT'S THE NIGHT
Says who? You can't just say stuff like that and get my hopes up. :'(
- Militarized Subsystems:
- Removes Civilian-grade Hull's penalties
- Adds +1 burn
- Increased crew requirements
- -50% supplies to deploy
- Can only install on ships with Civilian-grade Hull
Doom: new ship system, "Mine Strike", spawns high-damage, high-delay proximity fuse mines
Huge buff overall
Harbinger: system changed to Quantum Disruptor
Afflictor: system changed to Entropy Amplifier
awesome that this was added, I've wanted a way to have military sensor profile haulers/tankers since I started playing starsector!
Well, there goes the Warthog. I watched it swirl around the toilet for a little while before getting sucked in. From 9 Light Mortars on 3 craft to 4 Light Mortars on 2 craft, with further nerfs in effectiveness beyond the first few shots. Meh.
Of course, the rest of it is quite nice. :) Especially looking forward to the Apogee changes.
I have a problem with known hullmods not spawning as a item, however. I mean, they could always be used for a extra source if income.
What will happen to the Doom's old Interdictor Array? With the new Mine Strike system, and the two other phase ships system swap, i kinda expected the Shade to inherit it.
•Talon: increased OP cost to 2 (was: 0)
Projectile weapons only: LINKED or DUAL barrelMode weapons will now multiply the weapon_data.csv flux cost by the number of barrels that fire simultaneously
Multi-barrel beam weapons still use the spreadsheet value as-is
DUAL, that is a new fire mode. Care to share what it does Alex? :)
TerrainI read Hyperstorm speed boost, but I see Hyperstorm Billiards!
Hyperspace storms:
- Each strike gives the fleet a speed boost in a direction determined by the fleet's position relative to the storm cell and its speed
- While speed-boosted, the fleet may briefly lose steering control
Heck, it's about time something is done about colonies sitting pretty at <2 stability
- Colonies that have low stability for too long have a chance to become decivilized
Easy multi-fleet starts look nice, though that THREE-CYCLE-LONG stipend seems generous.
- New game start: etc
I'mma miss the drive-field-to-energy ratio but this makes sense.
- In general: terrain that slows down fleets is where smaller fleets can run to get away from larger fleets
Optimize my fleeet HNNNG
- Militarized Subsystems
- Efficiency Overhaul
You... Heh, I would have killed to have known about this since 2012.Spoiler(https://i.imgur.com/jGWXT7s.gif)[close]
Also: 'added XIV Battlegroup ship not available to the Hegemony'
Whats this? New secret ship we don't know about?
I read Hyperstorm speed boost, but I see Hyperstorm Billiards!
Easy multi-fleet starts look nice, though that THREE-CYCLE-LONG stipend seems generous.
I'mma miss the drive-field-to-energy ratio but this makes sense.
So much more exciting stuff coming and I can't wait to absorb it all like a sponge!
Light Needlers losing range? Ick! Seems like Railgun will be the go-to gun for small ballistics. The only reason to use Light Needler today is +100 range over Railgun, but if the range will be no better than Railgun, and light needler still costs 9 OP to mount, I think I will use Railgun if I have them. It looks like Light Needler will simply be the inferior 700 range substitute to use if player runs out of Railguns.
I wonder if the hot-rod Falcon (P) is related to Marauder Falcon from Endless Sky?
I know the idea got bad reception last time I proposed it, but I still think it's a really good thematic fit for the Medusa, and with adjustments to the system and ship to fit each other I think it'd be fun both to pilot in mid-game or add as support to a late-game fleet. Especially that the current Medusa will kinda be competing with the new Shrike in a similar "speedy high-tech destroyer" role, a "lock-down-and-kill destroyer" sounds like a cool place to put it in.What will happen to the Doom's old Interdictor Array? With the new Mine Strike system, and the two other phase ships system swap, i kinda expected the Shade to inherit it.
It's not used by anything in the game at the moment. I think putting it on a ship that there could be many of could get too annoying to deal with; plus I'm quite partial to the Shade having the EMP emitter. It can really put it to good use.
Hmm, the mauler changes, Is the DPS of the mauler staying the same (ie, it's damage per shot increasing) or is it a 33% nerf to fire-rate as well as DPS?
Burst Damage.For what? Overloading shields and nothing else? Needle spray are not exactly ideal for attacking non-shield defenses.
Especially that the current Medusa will kinda be competing with the new Shrike in a similar "speedy high-tech destroyer" role, a "lock-down-and-kill destroyer" sounds like a cool place to put it in.I want Skimmer Medusa to stay.
Megas, it is going to fire *fifteen* shot burst. It will be the Doom Slayer of shields.I think you exaggerate. Against a small target, probably. But against a big target, probably not unless player has lots (whose flux use might overload your ship at a bad time). Also, most ships that use ballistics are not the sort to hit-and-run well (or as well as high-tech). Needlers are already bursty now, and they are not that overwhelming.
Hmm, the mauler changes, Is the DPS of the mauler staying the same (ie, it's damage per shot increasing) or is it a 33% nerf to fire-rate as well as DPS?
Of course, the rest of it is quite nice. :) Especially looking forward to the Apogee changes.
(The "salvage expedition" starts you off with one! Of course, its weapon loadout is lacking, to put it mildly.)
Integrated Point Defense AI:
Makes small non-missile weapons PD (as before)
Grants 50% damage bonus to missiles
All PD weapons have the best possible target leading
PD weapons ignore decoy flares
There were so many other little things I was going to mention, much like my support/cargo ships topic, that could use a pass to make them deeper and more interesting systems, and I think you hit all of them. Amazing stuff. Can't wait to give it a try.
Do only my PD weapons gain a 50% damage bonus to missiles? Or can some of my other weapons, if they somehow manage to hit a missile by some big fluke, also gain that damage bonus? (For example: Does my Storm Needler benefit from the damage bonus so I can turn it into an improvised sabot killer?)
By "all PD weapons" for the 3rd and 4th changes, are we including the PD weapons that were converted to PD as a result of change #1? (For example: Will my Tactical Laser also ignore decoy flares, just like my PD laser?
Let's just say that it was *that* overpowered to begin with. There are still aspects where it's not much worse than before - for example, the Decoy Flares are qualitative, and having two vs three fighters launching then isn't a huge deal - but yeah, it's offensive potential needed to go down. Basically, it can do HE damage, and due to being a fighter, it can avoid the shields on many ships. This makes it very universal, so balance-wise, it's better for it to be slightly under-powered (since we see just less use of Warthogs) vs slightly overpowered (because then we see less use of *everything else*).
That said, I'll keep an eye on it. Might end up adjusting its role entirely.
(The "salvage expedition" starts you off with one! Of course, its weapon loadout is lacking, to put it mildly.)Looking forward to that! :) Exploration has been the best part of this game to me since that update came out - I get to see the whacky, interesting, and sublimely beautiful systems the generator pushes out. And regardless of what weapons it starts with, so long it keeps it's Large Energy Mount, I can feel fairly safe in it with a few escorts. Black Markets always have interesting things to sell that might work well in that slot...
Suppose it was. But I don't think it deserved such a huge nerf - either removing one of the fighters from the wing or removing one of the Light Mortars might be better, both result in an equal reduction in firepower. But both is too much IMO.
Looking forward to that! :) Exploration has been the best part of this game to me since that update came out - I get to see the whacky, interesting, and sublimely beautiful systems the generator pushes out. And regardless of what weapons it starts with, so long it keeps it's Large Energy Mount, I can feel fairly safe in it with a few escorts. Black Markets always have interesting things to sell that might work well in that slot...
High Energy Focus for Tempest seems to give it disproportionately superior firepower compared to all other frigates. Doesn't feel quite right for it to boast more firepower than the Hyperion, which is looking increasingly gimmicky in comparison.
When a colony goes decivilized does the colony outright cease to exist and become essentially a uninhabited world with that modifier?
High Energy Focus for Tempest seems to give it disproportionately superior firepower compared to all other frigates. Doesn't feel quite right for it to boast more firepower than the Hyperion, which is looking increasingly gimmicky in comparison.
I'm not sure about using flux-locking as a balancing mechanism for fighters. It feels inconsistent because 1. not all fighters can be flux-locked and 2. shielded fighters don't generate flux with weapons. It feels like fighters not generating weapon flux should be baseline behaviour.
Removed in-combat effect on ship speedI loved this gameplay ;'(
QuoteRemoved in-combat effect on ship speedI loved this gameplay ;'(
I don't even know how many years I have been coming on and off. But I am looking forward to the next update "Soon".
The Tempest has a bit too much.
Do only my PD weapons gain a 50% damage bonus to missiles? Or can some of my other weapons, if they somehow manage to hit a missile by some big fluke, also gain that damage bonus? (For example: Does my Storm Needler benefit from the damage bonus so I can turn it into an improvised sabot killer?)
By "all PD weapons" for the 3rd and 4th changes, are we including the PD weapons that were converted to PD as a result of change #1? (For example: Will my Tactical Laser also ignore decoy flares, just like my PD laser?
All weapons get the vs-missile bonus, so it'll include the storm needler. All PD weapons get the "ignores decoy flares" bonus, which does indeed include weapons granted PD status by the hullmod.
I don't really get the reason behind these changes. Prometheus was good as it was, with same fuel cap/maintenance ratio as all other tankers. HRS was a pretty great reason to find and get Apogee or Omen.
- Prometheus: Reduced fuel capacity to 2500
- High Resolution Sensors: Can now be learned and installed on other ships.
Plasma Cannon: Damage reduced to 500 and and flux/shot reduced to 550When we said that heavy blaster is practically a medium-sized heavy weapon, we didn't mean that plasma cannon should be just a better heavy blaster... It is better, but also boring now, you can't one-salvo frigates anymore.
Solar Shielding: reduced cost, beam damage effect changed to reduce energy damage by 20% insteadI'm going to fight REDACTED (or Sindrian Diktat): the hullmod. Cool. I think I might mount it from time to time now.
Militarized Subsystems:I'm not sure about this one. It feels like it makes the civilian ship penalty too insignificant, though maybe it requires a lot of OP. I'll have to see, but I don't think I'll like it, though it doesn't mean I won't use it.
- Removes Civilian-grade Hull's penalties
- Adds +1 burn
- Increased crew requirements
- -50% supplies to deploy
- Can only install on ships with Civilian-grade Hull
Adding new assignments is free while the command frequency is openWait, then what did it even do before?
High Energy Focus for Tempest seems to give it disproportionately superior firepower compared to all other frigates. Doesn't feel quite right for it to boast more firepower than the Hyperion, which is looking increasingly gimmicky in comparison.
I'm not sure about using flux-locking as a balancing mechanism for fighters. It feels inconsistent because 1. not all fighters can be flux-locked and 2. shielded fighters don't generate flux with weapons. It feels like fighters not generating weapon flux should be baseline behaviour.
Player piloted Hyperion can solo a Paragon (sim, both skill-less), Tempest even after all it's buffs won't come anywhere close.
If anyone threatens Hyperion's niche that would be Afflictor. But otherwise Hyperion is fine, it's just not AI-pilotable.
Added Hegemony inspection
Goals are: (...)
Make salvaging without the skill but with Salvage Rigs a viable option, both in terms of rare items and resources gained
Known hullmods no longer drop or show up for sale
Buying up hullmods will NOT increase the odds of remaining ones showing up
The Wolf is also technically an "attack" Frigate with a mobility system and a forward profile, and yes it's meant to be the Shrike to the Tempest's Medusa but now the Tempest can achieve almost 4x its firepower while having superior defences and base speed.
IPDAI Tac laser with the buffed Advanced Turret Gyros Is going to be reaaaaally strong now. Also, with the IPDAI Damage buff against missiles, i can already see myself doing big side swipes with a tachyon lance to delete an entire wave of missiles.
QuoteI don't really get the reason behind these changes. Prometheus was good as it was, with same fuel cap/maintenance ratio as all other tankers. HRS was a pretty great reason to find and get Apogee or Omen.
- Prometheus: Reduced fuel capacity to 2500
- High Resolution Sensors: Can now be learned and installed on other ships.
QuotePlasma Cannon: Damage reduced to 500 and and flux/shot reduced to 550When we said that heavy blaster is practically a medium-sized heavy weapon, we didn't mean that plasma cannon should be just a better heavy blaster... It is better, but also boring now, you can't one-salvo frigates anymore.
QuoteSolar Shielding: reduced cost, beam damage effect changed to reduce energy damage by 20% insteadI'm going to fight REDACTED (or Sindrian Diktat): the hullmod. Cool. I think I might mount it from time to time now.
QuoteMilitarized Subsystems:I'm not sure about this one. It feels like it makes the civilian ship penalty too insignificant, though maybe it requires a lot of OP. I'll have to see, but I don't think I'll like it, though it doesn't mean I won't use it.
...
Defective Manufactory seems to be a bit too harsh, doesn't low speed also affect survivability for fighters, since more ordnance can hit them?
Is there any advantageous for big fleets terrain remaining? It seems like it's all better for small fleets.
SpoilerQuoteAdding new assignments is free while the command frequency is openWait, then what did it even do before?[close]
I can't tell how excited I am to play this. If I knew the day it'd come out I'd have literally changed my work schedule. Keep up the good work Alex!
Added Hegemony inspection
Huh, is that similar to the old inspections?
Wait, how does the rare items factor into Salvage Rigs? If I'm reading correctly, aren't the rare items drop rate only modified by the skill?
So if the game rolls for a known hullmod to drop, it won't roll to drop another item in its place? Sounds odd to me. It'd make, for example, looting research stations yield less as the game goes on. When I read the first change I expected the drop to re-roll into a weapon or anything else of similar rarity.
So excited! Released in time for xmas? :D
Thank you! I don't generally see a lot of feedback on the procgen, so this was really cool to read.
(I had a good bit of fun with the Apogee on a test playthrough - picking up new weapons to equip it with was a gradual process, since it's got such relatively diverse slots with lots of opportunities for upgrades. Still not entirely sold on the medium turrets - if they don't face front, then you're probably not going to put anything other than PD or smalls in them, but, well, that's not the worst thing. Let's see how it shakes out.)Ah, the rear mediums now can't fire forward? Not too much of a reduction in firepower I suppose (only so much a pair of Graviton Beams could do), and I'll almost certainly replace those with PD mounts. Might be worth looking into what you could do with a pair of Synergy mounts though - missiles might be useful.
Ah, speaking of the generation, I've found more Jungle worlds orbiting Gas Giants of all things than having a separate orbit to themselves, sometimes way too close in or too far out. Feels really weird about half the habitable worlds I've found are this specific type of Jungle world orbiting a gas giant.
And then there's the beautiful things like a Desert world orbiting twin suns, or a Water world with an asteroid belt orbiting a yellow star. If I could rename a planet I would.
And then there's the beautiful things like a Desert world orbiting twin suns, or a Water world with an asteroid belt orbiting a yellow star. If I could rename a planet I would.
Ah, the rear mediums now can't fire forward? Not too much of a reduction in firepower I suppose (only so much a pair of Graviton Beams could do), and I'll almost certainly replace those with PD mounts. Might be worth looking into what you could do with a pair of Synergy mounts though - missiles might be useful.
You all are missing the main reason to put Solar Shielding on, just saying.QuoteSolar Shielding: reduced cost, beam damage effect changed to reduce energy damage by 20% insteadI'm going to fight REDACTED (or Sindrian Diktat): the hullmod. Cool. I think I might mount it from time to time now.
Not at all, but keeping this intentionally vague.Added Hegemony inspectionHuh, is that similar to the old inspections?
Oh, I think I know EXACTLY what this is going to be all about. ;D
A change that will drastically alter gameplay that I haven't seen much discussed is the Sustained Burn change. Holy Guacamole, Batman! Simple but elegant solution the homogenization of fleet burn speeds. Bravo. That also made Augmented Drive Field have a role again and it looks like Emergency Burn has its situational usage back rather being out-shined by SB the vast majority of the time.
I'm also liking the "Logistics" hullmod cap. Gives more meaningful choice to a variety of ship options.
"Added REDACTED (to do with population growth)" - You added a culling mechanism, didn't you? Get over size X and "something" brings it back into line. Plague, evil AI, civil unrest, some wandering fleet that is drawn to high populations like moth to flame...? I like it!
"Transponder off trade no longer has any impact on reputation or suspicion level. Goal is a more clear distinction." I'm not sure what the clarity piece is about. I get that going in with transponder off had an ambiguous effect on reputation/suspicion and this removes it but I don't know what other distinctions there are. Basically, don't believe you can get away with smuggling or trading with an enemy?
"Removed Surveying Skill." Did Remote Survey get the axe, too?
"Ion Cannon/Ion Pulser: EMP Arcs..." So the arcing effect will be 4x more effective than previous? Is that to add more randomness to EMP or just make these EMP weapons more effective?
Solar Shielding reducing energy damage by 20% is significant. What was your "You all are missing the main reason of using this?" comment from earlier? I don't regularly take sun-dips or lure fleets into solar flares. I supposed if it's cheap enough, and all my ships were equipped with it, I could use that strategy but I see the damage reduction as the primary boon.
This is impressive stuff. Basically a new game again, much like 0.8's additions. I can't wait to try it out and see this XIV Battlegroup ship that's floating around out there. I'm sure there are other changes that are still undocumented or you're reserving for REDACTED reasons. Good job!
Mostly to avoid having to explain that it's a quarter damage in the weapon tooltip. It's not a major change in terms of effectiveness since we're talking about non-EMP damage only. The Ion Cannon's is pathetic to begin with, and the Ion Pulser 1) could do with a slight buff and 2) this damage is less effective because it arcs all over the place so isn't focused on damaged armor etc. It's something less than a 10% dps increase even if we consider it at full value.Does this apply to Ion Beam and Tachyon Lance too? If so, that makes relying on free damage from their shield piercing to finish off enemies even better. I have scored numerous kills from the shield pierce and arcing damage Paragon can inflict.
"Autopulse Laser: Increased charges to 30" - Adding Expanded Magazines will up this to 45 now. That's a heck of an opening volley/alpha strike.For Sunder and Paragon, yes. Odyssey and Apogee lost firepower due to turret arc changes, and this just makes up for what they lost. (Well, Odyssey could use homing missile in the heavy synergy to sort-of focus three heavies. Locusts there could be useful, that is practically an old-fashioned needler, in terms of ammo count, that hits for
Does this apply to Ion Beam and Tachyon Lance too?
Low performance but full replacement rate fighters on the hangar bay: I can't wait to try it out, but it does create a somewhat weird set of circumstances. A destroyer like an Enforcer can be completely full of D mods, but its one interceptor/bomber wing has the normal replacement rate. A condor or other carrier can get degraded decks AND malfunctioning comms on top of the degraded fighter performance. The condor can still take advantage of the multiple wings working together in the sweet new timing system, but I feel like in a D fleet if I want optimal fighter performance I'm best off skipping D carriers entirely.
I could think of all sorts of nasty Buffalo Mk.II builds with Militarized Subsystems and Converted Fighter Bays. Mmm.
Especially looking forward to the Apogee changes.
(The "salvage expedition" starts you off with one! Of course, its weapon loadout is lacking, to put it mildly.)
I'm excited for that start too. Echoing what was already said in this thread, exploring is also one of my favorite parts of the game and I hope to find all sort of new things with it. ;DDitto here! I don't do it very much anymore in .8 but when the release dropped it was a wonderful experience. I'm looking forward to having so many new exploration things to do/find!
Thank you! Really looking forward to that, (gritty) Enterprise roleplaying enabled!
I'm actually tempted to ask for a "hard" difficulty now, that keeps you in "single ship state" for a looong time:)
I'm excited for that start too. Echoing what was already said in this thread, exploring is also one of my favorite parts of the game and I hope to find all sort of new things with it. ;D
Ditto here! I don't do it very much anymore in .8 but when the release dropped it was a wonderful experience. I'm looking forward to having so many new exploration things to do/find!
Can we get a list of ships you start with if you pick the advanced starts (salvage expridition and merc force)
Any plans to add additional start scenarions in the future? Maybe faction oriented?
are system requeriments modified by new release ? (i hope you all understand what i wanna mean, i'm still learning english and not sure if i write correctly)
thanks
are system requeriments modified by new release ? (i hope you all understand what i wanna mean, i'm still learning english and not sure if i write correctly)
thanks
Weapons
- Weapons that use ammo now retain their ammo count across multiple engagements
- In other words, re-deploying a ship will not cause its weapons to be reloaded
Only thing is my beloved aurora's nerfed!!! :'(
Also logistics flag will ruin my power-gaming!!! :'( Is there a way to turn this off in setting.json???
Not sure how many spaces for future skills will be left now / how many skills per tree will be in game after patch?
Does Gryphon's missile autoforge recharge?
Thank you! Really looking forward to that, (gritty) Enterprise roleplaying enabled!
It's not a single ship, right, but you could of course scuttle everything else :)
Thank you! Really looking forward to that, (gritty) Enterprise roleplaying enabled!
It's not a single ship, right, but you could of course scuttle everything else :)
Scuttle it? What do you take me for?
I will of course lose those other ships in the dramatic opening scene fight, against the terrible pirate armada which is thereby established as my mortal enemy (and totally not just the first big pirate fleet I see). You see, the pirate admiral is actually my uncle, who, as I discovered earlier, murdered my father, an techno-archaelogist, to get to the rare treasurers he uncovered.
After this failed attempt at revenge I will have no choice but to flee to the furthest reaches of the Sector, only to discover a new purpose for my existence, out among the stars. While I turn towards exploration and archaelogy, just like my father once did, my uncle's treachey and my need for revenge never quite leave the back of my mind...
Known hullmods no longer drop
I have a problem with known hullmods not spawning as a item, however. I mean, they could always be used for a extra source if income.
Yeah; imo not worth it for the disappointment factor and just having to check to see if you know it or now. Plus they're not *that* expensive. Blueprints, on the other hand, are, and there known ones can drop.
This creates a strange situation where player is incentivized to delay learning of any new hullmods he finds, but doesn't immediately need to use. Instead storing them in cargo or storage until they are really needed to be learned. This way allowing them to spawn in loot again, to be sold for profit.Automatically convert known hullmods found as loot into credits.
More options = more fun in my book, ( although i guess you need to keep to maybe 10? active skills but no reason not to allow plenty of passive's and unlocks elsewhere in the skill tree!!??... )
Am sure you'll make a good decision regardless as Starsector is truly a marvel to play!! :)
I will of course lose those other ships in the dramatic opening scene fight, against the terrible pirate armada which is thereby established as my mortal enemy (and totally not just the first big pirate fleet I see). You see, the pirate admiral is actually my uncle, who, as I discovered earlier, murdered my father, an techno-archaelogist, to get to the rare treasurers he uncovered.
After this failed attempt at revenge I will have no choice but to flee to the furthest reaches of the Sector, only to discover a new purpose for my existence, out among the stars. While I turn towards exploration and archaelogy, just like my father once did, my uncle's treachey and my need for revenge never quite leave the back of my mind...
Scuttle it? What do you take me for?
This creates a strange situation where player is incentivized to delay learning of any new hullmods he finds, but doesn't immediately need to use. Instead storing them in cargo or storage until they are really needed to be learned. This way allowing them to spawn in loot again, to be sold for profit.
Alternatively hull mods could be worth 0 credits to sell, or you automatically learn them when they're first transferred into your fleet inventory (with feedback before the screen closes).This creates a strange situation where player is incentivized to delay learning of any new hullmods he finds, but doesn't immediately need to use. Instead storing them in cargo or storage until they are really needed to be learned. This way allowing them to spawn in loot again, to be sold for profit.
That's a fair point. There are also cases where knowing a hullmod will mean a hullmod you don't know will drop, though; that's just not how stores work.
•Implemented Tech-Mining Industry
?Chance to find blueprints, modspecs and other rare items, based on the size of ruins being mined
?Generates some basic commodities (fuel, supplies, metals, machinery); delivered to gathering point
?Output goes down over time
•Can "stabilize" a colony that's suffering from Recent Unrest?Maximum equal to Recent Unrest minus one
?Expensive - generally not worth it purely to improve colony income through higher stability
?Primarily a means to stave off the decivilization of a bombarded/raided colony
•Added hullmods:
Alternatively hull mods could be worth 0 credits to sell, or you automatically learn them when they're first transferred into your fleet inventory (with feedback before the screen closes).
I like the latter idea, just need a check to prevent learning already-learned mods.
This reminds me alot of another book from H. Beam Piper (Space Vikings), The Cosmic Computer. It describes an entire planet where the industry is based on tech mining, as it was once a miliatry staging point in an interstellar war. The protagonists are looking for the crown jewel of the technological remains, said super computer. I dind't get very far yet though, the blatant 50s misogyny is a real turn-off.
Doesn't that mean you can never decivilize a rich factions colony? Like, you completly control the system, raid/bomb the enemy colony to reduce stability, they just pay a heap of credits and like by an invisible hand, all your destructive effort is undone? Same for the reverse, just channeling credits seems like a boring way to safe your colony.
Maybe something like a expensive "disaster relief fleet" that has to be send from another planet would provide more chances of interaction.
To be frank, why wouldn’t you endeavour to sell already known hullmods? They may be redundant to you but there is always someone where that is not the case. It’s a really good way to make moneyMy understanding of the patch notes is that learned hull mods no longer drop as loot, so you can't sell them because you will never get them. Obviously you would sell duplicate hull mods if you had them. Someone pointed out that this might result in behavior where you don't learn hull mods so that you can continue getting them as loot to sell, which seems like counterintuitive gameplay.
My understanding of the patch notes is that learned hull mods no longer drop as loot, so you can't sell them because you will never get them. Obviously you would sell duplicate hull mods if you had them. Someone pointed out that this might result in behavior where you don't learn hull mods so that you can continue getting them as loot to sell, which seems like counterintuitive gameplay.
Like Foof, I do not care about Solar Shielding's campaign benefit. There are much better campaign hullmods I like to use (like Automated Repair Unit) but do not due to limited OP totals. Less energy damage taken would be the only reason I would want to install solar shielding.
are system requeriments modified by new release ? (i hope you all understand what i wanna mean, i'm still learning english and not sure if i write correctly)
thanks
The game doesn’t really require a high end computer, in any case, and if your computer is struggling during large battles, a workaround could be to lower the possible deployment points. This would force less ships participating in the battle.
Thank you! Really looking forward to that, (gritty) Enterprise roleplaying enabled!
It's not a single ship, right, but you could of course scuttle everything else :)
Scuttle it? What do you take me for?
I will of course lose those other ships in the dramatic opening scene fight, against the terrible pirate armada which is thereby established as my mortal enemy (and totally not just the first big pirate fleet I see). You see, the pirate admiral is actually my uncle, who, as I discovered earlier, murdered my father, an techno-archaelogist, to get to the rare treasurers he uncovered.
After this failed attempt at revenge I will have no choice but to flee to the furthest reaches of the Sector, only to discover a new purpose for my existence, out among the stars. While I turn towards exploration and archaelogy, just like my father once did, my uncle's treachey and my need for revenge never quite leave the back of my mind...
My understanding of the patch notes is that learned hull mods no longer drop as loot, so you can't sell them because you will never get them. Obviously you would sell duplicate hull mods if you had them. Someone pointed out that this might result in behavior where you don't learn hull mods so that you can continue getting them as loot to sell, which seems like counterintuitive gameplay.
Especially considering that hullmods are only rivaled by AI cores in cost/weight ratio.
For the releases 0.7a and 0.8a, it appears their release were about one month after their last pre-release patch notes. If this October patch notes is the last before release, and the upcoming release follows history, we could see a release around mid-to-late November.So now the question is, will 0.9a be our thanksgiving or Xmas gift :D
The Autopulse laser & Converted hanger changes will free up another 14 OP (50% OP cost on Xyphos (15 OP) & no need for Expanded magazines (7 OP) ); so while I would say overall that the Converted Hanger changes will be a nerf in this case, I'll still have spare OP in exchange (Xyphos are tough and stick close to my Apogee so don't often die, so the replacement rate was never an issue for me).
Not having that additional extra power (albeit weak) of those mediums is going to be missed (even if they were useless against small targets since the beams can't converge). I'm wondering what your intention was with this change (eg stop the Apogee out damaging other cruisers in exchange for better cost effectiveness as an explorer/salvager ship)?
Hmm - unless I'm missing something it's actually a wash, since the Xyphos will cost 50% *more* than its base cost, while bombers in CH would cost double.
(Mostly because it's just awkward - both for arc and placement reasons - and the beams overlap the hull in ways that I generally try to avoid when working out ship layouts. It also seems like a reasonable thing to pair with the deployment cost reduction, which in turn makes it a more viable exploration ship - especially considering it's now available with one of the starting options.)
Hmmm, this seems rather harsh cost in some cases for the converted hanger. If you don't care about replacement rate in the case of me using Xyphos for mobile point defense, it is all pretty much bad news (more expensive ships that are slower and easier to kill). Currently bigger ships with converted hangers provide better replacement rates, but cost more OP to install. Could the converted hanger cost be flat across all ship types, ie make it 10 OP cost regardless of whether it is on a Destroyer/Cruiser/Capital ship, or provide some other benefit for the increase in OP cost as before?
I'm guessing that the small energy turret mount on the front left having it's turret arc rotated so that it covers part of the front is a no go, maybe for the same reasons?
I like the idea of replacing the mediums with some built in pd. Maybe like the monitor with built in flak, but that might too good so maybe some nerfed flak or built in burst pd?
It's definitely just more expensive for that specific case, but, well, making it more expensive is kind of the point. On the flip side of not caring about the replacement rate, you also don't care about the speed penalty, and the damage taken penalty doesn't seem huge in that case either - and if it is an issue, then the replacement rate is better, and that factors in too.
As far as larger ships, I *think* a higher cost for hullmod is probably warranted because fighters can add a lot of flexibility and act as a force multiplier for the ship; e.g. a wing of say Longbows is worth more on a ship with the firepower to back them up, etc. It kind of has to be a case of picking an optimal set of fighters for a ship to maximize the effectiveness, rather than slapping on any fighter being baseline-beneficial.
(It's hangar! Sorry; pet peeve.)
Yeah, Apogee will be more awkward to play with different medium arcs. I'm not sure what its role will be...Non-combatant (after early game) that can use a few guns effectively if desperate, like Wayfarer, 0.8 Mule, and Venture.
I kind of wonder what arcs do Apogee's med energy mount get then?Currently, those arcs do shoot parallel. The distance is pretty wide though. With this update they'll not be able to do that. They'll probably get used for point defense now, or just get rid of them for more spare OP (in my case, probably Converted Hangars).
I read they "not cover front", do they shoot at least parallel?
If they do it's still good to mount things like ion beams to add extra pressure as long range beam support, otherwise they'll both go burst PD(small) for me.
Either burst PD or left empty. Apogee is a bit OP-starved if it wants to use plasma cannon and some missiles. There is always Converted Hangar if it needs more weapons and you somehow have OP to burn.The converted hanger is now super OP consuming so it's out of the list. Just putting a longbow LPC is a total cost of 39 OP, which I don't think it really worth the price. Even just putting some fighters for PD, why not just get Apogee itself filled with burst PD? Maybe wasps fits, idk...
At this rate, Heavy Blaster will probably be the best medium 'HE'.Not for ballistic mounts, which cannot use it.
(That hangar/hanger will take some getting used to, so I may accidentally swap in the 'e' at anytime, so I apologize in advance :) ).
In most cases I've noticed with hull-mods there is a pretty good explanation or buff for the increase in OP cost that comes with different sizes of ships. eg
-Blast Doors (more crew, bigger ship)
-Reinforced Bulkheads (bigger ship, more volume to cover)
-Integrated Target Unit (better range)
-Unstable Injector (bigger engines for a heavier ship)
-Hardened Shields (bigger shield emitter, more volume to encapsulate)
If the hangar's is identical whether it is on a Destroyer/Cruiser/Capital Ship, what is causing the additional OP cost?
All right I guess this is where game balance comes in (rather than rationalizing the changes with what you expect in reality or the rules of a made up one), and if I'm a bit more honest there are some hull-mods that do this (eg Expanded Missile Racks depends on ship size rather than how many missiles you are using).
My Favourite Apogee configuration in 0.8.1a:Spoiler(https://i.imgur.com/xYpMqeC.png)[close]
(BTW, do you generally round down or up in the case of fighter OP costs?, (15*1.5 = 22.5) 22 OP would still allow me to use this same configuration here by removing the Expanded Magazines, although I'll likely change this with the new weapon arcs...hmmm...however as a thought, expanded magazines would increase the Autopulse Laser to 45 projectiles now wouldn't it?)
Being a rare ship with military capabilities and advanced scientific technologies, it already lost its high tech long-range edge when its system was changed, now the change threatens its usage as a capable military vessel. I really hope to see the two medium slots viable in combat and not turned into PD slots, even at the expense of higher deployment costs.
Re: Apogee
While its lore has always been explorer ship, it was basically a warship of the line until 0.8, not unlike Venture. Apogee is simply evolving toward its purpose. However, I would not mind if the two small hardpoints were upgraded somehow. They are kind of useless, poking with beams is not much help, and anything else is no good when enemies play keep away.
Has that crackling sound issue when combat starts and everybody fires their afterburners ever been fixed? Because I bet that's because of many overlapping sound sources. Increasing the # of voices, we might get more crackling in places.
Now the real question that needs to be answered is where is the Light Mauler? A higher damage-per-shot, low-RoF, long-range Small HE would be welcome. :)Same place as the swift, moderate-to-high RoF, easy-to-use 800 range medium HE weapon with 200 or so DPS to compliment Heavy AC/Needler.
In most cases I've noticed with hull-mods there is a pretty good explanation or buff for the increase in OP cost that comes with different sizes of ships. eg
-Blast Doors (more crew, bigger ship)
-Reinforced Bulkheads (bigger ship, more volume to cover)
-Integrated Target Unit (better range)
-Unstable Injector (bigger engines for a heavier ship)
-Hardened Shields (bigger shield emitter, more volume to encapsulate)
If the hangar's is identical whether it is on a Destroyer/Cruiser/Capital Ship, what is causing the additional OP cost?
All right I guess this is where game balance comes in (rather than rationalizing the changes with what you expect in reality or the rules of a made up one), and if I'm a bit more honest there are some hull-mods that do this (eg Expanded Missile Racks depends on ship size rather than how many missiles you are using).
Right, it's gameplay/balance driven. But it's fun (and usually easy!) to come up with some in-fiction reasons, too. So, let's see: it's a conversion of the ship's main hangar, right, or at least a portion of it. Presumably, for a larger ship, messing with its hangar disrupts the ship's operations more because, well, there's more to disrupt. It may have a larger hangar, meaning a smaller portion of it is converted, but that's not necessarily linear with the amount of disruption caused. More stuff has to be put on hold while those Talons are whizzing out of the hangar, or being repaired, you know? Can't just carry on regular operations with live ordnance being loaded in 10 feet away. Therefore: a higher OP cost.
The Path doesn't see eye-to-eye with the Church, but I feel if you do a Church playthrough you should be able to at least be Neutral with the Path.
I missed -33% speed, and that hurts. It would be silly for fighters to be much slower than its mothership. Carrier might end up being the fighters' fighter.Might be a good excuse to add in RECALL for fighters like the old drone systems have. Carry the fighters into battle rather than let them fly on their own. Also means you can add wings to fighters while being in combat without having them getting blow up all the time.
Might be a good excuse to add in RECALL for fighters like the old drone systems have. Carry the fighters into battle rather than let them fly on their own. Also means you can add wings to fighters while being in combat without having them getting blow up all the time.
I'm more-or-less 90% sure (there's 10% uncertainty there) from my reading that altering Converted Hangars in that way is a reaction to min-maxing strategies that add Converted Hangars to (nearly) every ship in the fleet.I agree with that, putting a wing of Xyphos on pretty much any Cruiser or even a Destroyer could be worked in very nicely as escorts, but with the massively increased OP costs it's pretty much worthless, not only because they're slower, but because they die twice as quick AND cost an absolutely mind-boggling amount of OP. The only upside is that Converted Hangars can now relaunch and remake fighters with no penalties, but those pale in comparison to the amount of OP you have to spend.
While I still have a lot to learn about the game in its most recent iteration, I'm approaching the endgame in my current run, and I feel I know enough now to guarantee that I'd never put the altered version of that mod on a ship for any reason. I can think of a whole lot more use for 25-30+ total OP on a cruiser than installing a single hangar bay that produces one wing of slow fighters or bombers that die twice as quickly.
so is the update coming before Christmas ?
I'm more-or-less 90% sure (there's 10% uncertainty there) from my reading that altering Converted Hangars in that way is a reaction to min-maxing strategies that add Converted Hangars to (nearly) every ship in the fleet.
While I still have a lot to learn about the game in its most recent iteration, I'm approaching the endgame in my current run, and I feel I know enough now to guarantee that I'd never put the altered version of that mod on a ship for any reason. I can think of a whole lot more use for 25-30+ total OP on a cruiser than installing a single hangar bay that produces one wing of slow fighters or bombers that die twice as quickly.
Could we just order fighters to stay docked instead?
so is the update coming before Christmas ?
Hi, and welcome to the forum!
:-XI'm more-or-less 90% sure (there's 10% uncertainty there) from my reading that altering Converted Hangars in that way is a reaction to min-maxing strategies that add Converted Hangars to (nearly) every ship in the fleet.
While I still have a lot to learn about the game in its most recent iteration, I'm approaching the endgame in my current run, and I feel I know enough now to guarantee that I'd never put the altered version of that mod on a ship for any reason. I can think of a whole lot more use for 25-30+ total OP on a cruiser than installing a single hangar bay that produces one wing of slow fighters or bombers that die twice as quickly.
Been playing around with this loadout in my current playtesting run:Spoiler(https://i.imgur.com/TYmKJCl.png)[close]
I think this sort of general build has potential - bombers especially really give a combat ship a capability it otherwise wouldn't. Even if you just think of them in terms of being unlimited missiles - with extended range, to boot - the OP costs start to get fairly close what getting said missiles plus expanded racks, never mind that it doesn't need slots, and that it can be combined with other stuff the ship has to offer which normal carriers don't. And for bombers the penalties barely matter (hence the higher OP cost).
So for the Enforcer, it's able to provide consistent longer-range support, while being very much a brick, *and* having good punch with its torpedoes. Is it better than a Drover? Definitely not as far as just fighters go, but it's also cheaper, can hold up much better to being outnumbered, and has a decent shot at turning the tide with a few well-placed torpedoes. Haven't had *too* much playtime with it yet, though, just got that setup going today.
That said, yeah, it's definitely meant to be more a niche thing - something that changes how a ship plays entirely rather than enhancing its normal playstyle, if that makes sense. Sort of like SO in that sense. And it may indeed need a touch more balancing, we'll have to see!
(Edit: I should add, this is an early game build - my first ship past the initial "mercenary" start - so the choices are largely driven by what's available vs what would be exactly ideal.)
Up to the carrier's speed plus 20, right now. Which, generally speaking, means a slight boost to the slower bombers/Warthog when they're used with CH or Defective Manufactory, and that's mostly it. They don't zoom around or anything.Sounds about right. I'm a tiny bit concerned that bombers are going to be able to skedaddle a bit too quick after they've dropped their payload, but I could only be sure if I had it in front of me.
Up to the carrier's speed plus 20, right now. Which, generally speaking, means a slight boost to the slower bombers/Warthog when they're used with CH or Defective Manufactory, and that's mostly it. They don't zoom around or anything.Sounds about right. I'm a tiny bit concerned that bombers are going to be able to skedaddle a bit too quick after they've dropped their payload, but I could only be sure if I had it in front of me.
It sounds like it should be fine on any of the carriers in the base game -- bombers without a debuff already have quite a bit higher than 100 speed (Heron's 80 speed + 20) so it sounds like this will mostly be useful for countering the debuffs from CH or D-mods, or adding a tiny boost to especially slow bombers on especially fast carriers (SO + unstable injector drover? :P) at best. Mods that add stuff like fast destroyer or frigate carriers will definitely need to rebalance, though!I'm assuming here that Alex meant the carrier's Top Speed + the 0-flux boost, which is also what I was intending. The Heron is very nippy at 130 speed with that boost - more if you include hull mods. The Warthog only has a top speed of 130, and nearly all the bombers have less than 200 speed, the required speed to keep up with a 130 mothership that has either of the aforementioned d-mods.
Damn you for posting interesting updates. I was ok for most of a year not checking on Starsector now its back to every day to see if the new version has been released! ::)Same here, sometimes several times a day.
Damn you for posting interesting updates. I was ok for most of a year not checking on Starsector now its back to every day to see if the new version has been released! ::)Same here, sometimes several times a day.
I have a date in thirty minutes and this is gonna be real hard to explain...
Hotlink in the news bar doesn't work
;DThe game can wait. A good person, not so much.
I have a date in thirty minutes and this is gonna be real hard to explain...
^;DThe game can wait. A good person, not so much.
I have a date in thirty minutes and this is gonna be real hard to explain...
Possible bug:
I have a feeling that "dismiss help popups" is not working.
24104 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: com/thoughtworks/xstream/io/HierarchicalStreamDriver
java.lang.NoClassDefFoundError: com/thoughtworks/xstream/io/HierarchicalStreamDriver
at com.fs.starfarer.title.Object.updateContinueButtonState(Unknown Source)
at com.fs.starfarer.title.Object.o?O000(Unknown Source)
at com.fs.starfarer.title.Object.<init>(Unknown Source)
at com.fs.starfarer.title.new.<init>(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.createUI(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.prepare(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.thoughtworks.xstream.io.HierarchicalStreamDriver
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 11 more
124242 [Thread-10] INFO sound.public - Creating streaming player for music with id [miscallenous_main_menu.ogg]
124242 [Thread-10] INFO sound.null - Playing music with id [miscallenous_main_menu.ogg]
1. In codex(frigates) i can see little station modules.
2. My friend have this error:Code24104 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: com/thoughtworks/xstream/io/HierarchicalStreamDriver
java.lang.NoClassDefFoundError: com/thoughtworks/xstream/io/HierarchicalStreamDriver
at com.fs.starfarer.title.Object.updateContinueButtonState(Unknown Source)
at com.fs.starfarer.title.Object.o?O000(Unknown Source)
at com.fs.starfarer.title.Object.<init>(Unknown Source)
at com.fs.starfarer.title.new.<init>(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.createUI(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.prepare(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.thoughtworks.xstream.io.HierarchicalStreamDriver
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 11 more
124242 [Thread-10] INFO sound.public - Creating streaming player for music with id [miscallenous_main_menu.ogg]
124242 [Thread-10] INFO sound.null - Playing music with id [miscallenous_main_menu.ogg]
39033 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.HullVariantSpec.getModuleSlots(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMemberStatus.getModuleSlotsFor(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMemberStatus.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation.matchStationAndComm anderToCurrentIndustry(OrbitalStation.java:404)
at com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation.spawnStation(OrbitalStation.java:354)
at com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation.advance(OrbitalStation.java:193)
at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.float.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
designTypeColor is kept in settings.json...hmmm
that's mean, design type id equals design type name? That's a disaster for translation, It may cause a lot of problems
designTypeColor is kept in settings.json...hmmm
that's mean, design type id equals design type name? That's a disaster for translation, It may cause a lot of problems
Hmm - wouldn't the translation change it in the settings, as well, and so work fine? Perhaps I'm missing something.
"designTypeColors":{
"Common":[190,200,200,255],
#"Common":[170,222,255,255],
#"Low Tech":[245,150,30,255],
#"Midline":[200,200,200,255],
#"High Tech":[135,206,255],
"Low Tech":[245,80,67,255],
"Midline":[221,201,104,255],
"High Tech":[160,213,225,255],
"Remnant":[70,255,235,255],
"Explorarium":[155,155,155,255],
"Pirate":[200,0,0,255],
"Tri-Tachyon":[135,206,255],
"Hegemony":[245,150,30,255],
"XIV Battlegroup":[245,150,30,255],
"Luddic Path":[150,200,0,255],
"Luddic Church":[75,200,0,255],
},
2. My friend have this error:Code24104 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: com/thoughtworks/xstream/io/HierarchicalStreamDriver
java.lang.NoClassDefFoundError: com/thoughtworks/xstream/io/HierarchicalStreamDriver
at com.fs.starfarer.title.Object.updateContinueButtonState(Unknown Source)
at com.fs.starfarer.title.Object.o?O000(Unknown Source)
at com.fs.starfarer.title.Object.<init>(Unknown Source)
at com.fs.starfarer.title.new.<init>(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.createUI(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.prepare(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.thoughtworks.xstream.io.HierarchicalStreamDriver
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 11 more
124242 [Thread-10] INFO sound.public - Creating streaming player for music with id [miscallenous_main_menu.ogg]
124242 [Thread-10] INFO sound.null - Playing music with id [miscallenous_main_menu.ogg]
I believe a clean reinstall (that is, delete the older manually, then install) of the game should fix it; this has to do with an old jar file somehow sticking around. Or possibly a mod being turned on.
there may be wrong because of the font loading size, breaking the translated words and make it unrecognized.
Download speed is awfully slow for me at 20 kb/s (both main and mirror). I'm guessing the server is struggling due to so many people trying to download the new release.
Is there a faster mirror? I need the windows version.
Alas, it did not help.
This error still appears.
Maybe the problem is that I have x32 system?
Where do you buy ships in the new relase?
* Inconsistent bonus stacking.
For example, Planetary Operations has +25% at level 1, and +25% at level 2. Meanwhile, Salvaging has +15% at level 1, +30% at 2, and +50% at 3. If Planetary Operations stack to 50%, does that mean Salvaging stack to 95% at level 3? If Planetary Operations stack, but Salvaging does not, that is confusing UI.
I'm not sure I understand this part - it seems like doing what you're describing would work.Sorry for could not decribe it correctly...We do best not to translate anything in settings.json, so could you give them a structure like
Hmm - that seems unlikely, though I guess it's possible. Are you 100% sure you cleaned out the old install? If you have an old vmparams file, that could likely cause this problem. Maybe trying to install in a different folder entirely is worth a shot?
Sorry for could not decribe it correctly...We do best not to translate anything in settings.json, so could you give them a structure like
"Midline":{
"name":"Midline",
"color":[221,201,104,255],
}
Right, I see what you mean. That'd mean extracting it to another file, though; for this particular case, is there a reason not to translate it in settings.json? I do understand that this is messy/inelegant, though; was just doing it quickly.Well, just to sure there won't be any unpredictable things...Let "id" become "name" is a very bad idea anyway, and chinese characters should not be the key in most cases.
Well, just to sure there won't be any unpredictable things...Let "id" become "name" is a very bad idea anyway, and chinese characters should not be the key in most cases.
Light Needler is now a trap choice. It has same range as Railgun, does less damage, less single-shot damage and costs 2 more. One perfect acc. slug vs 15 medium acc. shots. What was the reasoning here?
Light Needler is now a trap choice. It has same range as Railgun, does less damage, less single-shot damage and costs 2 more. One perfect acc. slug vs 15 medium acc. shots. What was the reasoning here?
With Heavy Needler being the expensive anti-shield option for medium slots now (and many small projectiles being bad at everything else), Light Needler could at least retain more DPS with appropriate flux costs.
Heavy Mauler will probably still be okay because there's no other sniping platform in the medium slot.
Plasma Cannon looks like a serious customer. All ships that can mount these just got an upgrade.
Will return after I'm a captain of industry. ;D
Wow! We can do colony on sun!Spoiler(https://i.imgur.com/Srr6qDh.png)[close]
My issue with the new Plasma Cannon is that it's just a more rapid-firing Heavy Blaster. I feel it should have more shot damage and nerf the fire rate: or better yet, remove the forced 3-shot.
A CLASSPATH variable in your environment is about the only thing that comes to mind at this point, hmm. If you have that, removing it should make it work. That is, it still seems like the game is running with the wrong version of xstream (the save/load library) somehow, not the one it actually comes with.
I'd be fine with HIL going back to Energy damage personally. The old HIL's problem was it did 250 DPS, now it does 500 I think it's fine with Energy damage. Still burns through armour, better at pressuring shields.
A bit unrelated but even if my CPU has a lot idle left, streaming/recording SS gives me roughly a 50% FPS cut. :P Not sure what to do about that. (Win7x64, i7 2700k@4ghz)
I'd be fine with HIL going back to Energy damage personally. The old HIL's problem was it did 250 DPS, now it does 500 I think it's fine with Energy damage. Still burns through armour, better at pressuring shields.
At 500 dps, it's too good at pressuring shields imo. With that range it's just god-tier.
(Gauss is also ballistic, so not a fair comparison...)
A bit unrelated but even if my CPU has a lot idle left, streaming/recording SS gives me roughly a 50% FPS cut. :P Not sure what to do about that. (Win7x64, i7 2700k@4ghz)
Hmm - maybe try disabling vsync in settings.json? Possibly both the recording software and Starsector are both doing it and messing each other up.
Awesome as usual, so much for my plans for being productive today :)
Indeed, Gauss is a lot better than HIL even if it were Energy. Just saying I don't feel Energy HIL is god-tier where it still is very behind the actual god-tier anti-shield weapons.
Plus it's still a bit more than 1x Graviton Beam's worth of damage. I don't think it makes it god-tier just because of that difference, especially since it's paid in the loss of 500 anti-armour DPS.
Same with/without. Dropping me into 30-35 from 60, fullscreen or no, core affinity tweaks (Core2/Java) on OBS or no.
When you take more officers than you can take you can`t know they AI type(Steady, timid and another.) because you see only "Max officers limit". I dont want to kill one of my officers when i dont know who i take on board.
I laughed at solar shielding, but seeing how dense are hyperspace storms, they appear to be less of a convenience and more of a must... Sometimes I accidentally get into one of the storms and it flings me into another and I'm forced to plow through a screen's worth of lightning.
A CLASSPATH variable in your environment is about the only thing that comes to mind at this point, hmm. If you have that, removing it should make it work. That is, it still seems like the game is running with the wrong version of xstream (the save/load library) somehow, not the one it actually comes with.
Hmm .. Where can I find it?
When you take more officers than you can take you can`t know they AI type(Steady, timid and another.) because you see only "Max officers limit". I dont want to kill one of my officers when i dont know who i take on board.
I'm not sure what you mean - when you rescue an officer from a cryopod, they should just go in your officer list but you can't use them. You should still be able to scroll down to see them, though.
Yep, i can scroll, but cant see he behavior type. It is blocked by a red inscription about max count of officers. Ony this red line. No any information about officer type.
Also, sun colony has fixed on last hotfix?
P.S. Sometimem after long play music has stoped. It not new bug, it old bug.
Wow. Just wow.
Just set up my first colony on a water world. Holy crap it's a high initial cost. Found a Synchrotron in an abandoned research facility can't wait to use it. Blueprints, industry...
Bounties are bonkers now. Conquests, Legions, etc. for 80k? I'm still flying around with two destroyers and a Drover.
I really don't want to re-start but I'm in a pickle financially due to the colony. I've got a net income but I'm strapped all the time because I'm trying to build it too fast.
Lots of QoL improvements and the missions just popping up as I go by is nice.
This is fantastic and I'm only a few hours in. Good job Alex!
Not sure if it's just on my device, but after a clean install of 0.9a (with hotfix) weapons no longer show when damaged visually (or via text [the option for that is turned on, I tried both on and off but neither had an effect]). The sparks and damage overlays simply don't appear.
The "disabled" sound does, though, which tells me the weapons are, in fact, being disabled properly
Engines do not have this issue.
About music. It dont have a hard time threshold. It can be appear after 3hours or can be appear after 7h. Or can`t be seen after 13h. (Yep, i mad and can play on you game full day).
Not sure if it's just on my device, but after a clean install of 0.9a (with hotfix) weapons no longer show when damaged visually (or via text [the option for that is turned on, I tried both on and off but neither had an effect]). The sparks and damage overlays simply don't appear.
The "disabled" sound does, though, which tells me the weapons are, in fact, being disabled properly
Engines do not have this issue.
Ok, i'm relatively surprised at how reasonable the start is. Played for two and a half hours, made a few fun mistakes but weirdly i'm far from the horrible dread of 'i'm going to slowly bleed credits/supplies' and i haven't even abused system pirate bounties. Part two of the playthrough here (http://"https://www.youtube.com/watch?v=v5O2uHw70DU").
I really enjoy the changes to fighters and Harpoons have gotten less deadly apparently, but i'm thankful for it.
I think that sometimes systems do not populate themselves with objects? I had a strange experience when on my first trip out, I found absolutely nothing in terms of derelicts, stations, probes, etc. Then on a later trip where I had a 'scan derelict ship' mission in a system I'd already been in, it was full of things.
Still, this patch is awesome! Found a mysterious planet with [REDACTED] and [REDACTED].
Anyone having trouble downloading the update? A couple times the download's 'completed', then frozen with 0 seconds left. Canceling the download would then delete it. Now the links don't seem to work for me, they don't do anything.
Cool! Did you go with one of the "faster" starts?
(Btw, link is broken.)
Just FYI, having a Fuel Range on the Intel Screen would be helpful. Knowing whether or not I have the fuel (or close to it) to do a survey mission is vital to whether or not I go for it. As it is, I have to go to the Map Screen (even the Press "S" to center is one-click too many).
Got a bounty near a 'giant primary star' in the Irkalla constellation, but none of the 3 giant primary stars have the fleet. It's just not there. Should this happen? I don't mind the occasional blind bounty or fleets deciding to go off and do their own thing, but in the old version they were either present or already killed.
Anyone having trouble downloading the update? A couple times the download's 'completed', then frozen with 0 seconds left. Canceling the download would then delete it. Now the links don't seem to work for me, they don't do anything.
Hot take: The monthly income from Ancyra is fantastic because it scales opposite of progress. If you aren't progressing that much you get a (relatively) lot of money, but once you have a decent little fleet going its eaten up in maintenance.
Nebulas, nebulas everywhere. I blow up pirates - in debris field i found nebula. I blow up derelicts - in debris field i found nebula. I blow up remnants - in debris field i found nebula. WTF?!
First: Thanks to Alex for the release. :)
Second: Should have I gotten a total of two gamma cores from the tutorial mission domain probe? I got one immediately after defeating the defenders in a cargo pop up, and then one when I salvaged within the same post battle dialog. Did I simply get lucky?
Unless I'm mis-interpreting what's going on, you just lack docking clearance and are about to eject your own cargo :)
Issue:
I've noticed that my "Autofit" saved profiles don't seem to equip the correct weapons or even modules on occasion.
For example I saved a wolf profile with the Pulse laser equipped, but on loading that same profile, even if I have the Pulse Laser equipped on that same Wolf it will swap it out for a Heavy Blaster.
I just discovered that while I couldn't do this at the Abandoned Terra-forming platform around Asharu, but I could at Asharu itself. I guess I need a populated colony or a starbase/orbital station belonging to a populated colony?
There's an "upgrade weapons if possible" checkbox in the autofit dialog, that's probably checked as IIRC it's checked by default.
Yep - it requires a colony with a Spaceport! I believe the hullmod tooltip says this in red near the bottom.Yeah, I paraphrased that from the tool-tip :)
Ahh, TIL...that fixed it, but I wonder if there is something still wrong with the "Upgrade weapons using extra OP" ; I didn't actually have any extra OP, but on applying the profile, it strips off some of my capacitors and vents, adds a Heavy Blaster and also adds the hull-mod "Blast doors" (which isn't in my original profile).
...I laughed at solar shielding, but seeing how dense are hyperspace storms, they appear to be less of a convenience and more of a must... Sometimes I accidentally get into one of the storms and it flings me into another and I'm forced to plow through a screen's worth of lightning.
(Well, it's definitely not a must, since I don't think I've ever gotten it in my playtesting, but, yeah. Big thing is storms do *so* much less damage in terms of supplies, though.)
No any mods. It bug everywhere.Hot take: The monthly income from Ancyra is fantastic because it scales opposite of progress. If you aren't progressing that much you get a (relatively) lot of money, but once you have a decent little fleet going its eaten up in maintenance.
Awesome :) Nice to know it's working out in practice!Nebulas, nebulas everywhere. I blow up pirates - in debris field i found nebula. I blow up derelicts - in debris field i found nebula. I blow up remnants - in debris field i found nebula. WTF?!
Hmm, the game uses a Nebula when for whatever reason it can't find the ship variant it's trying to find. So this could be a bug. No mods of any sort, right?
Edit: when you find this sort of ship (i.e. a Nebula) and it was due to an error, there may be a stack trace in the log with what variant it was actually looking for. Could you take a look next time that happens?
Had my first "Sindria doesn't like me producing so much fuel" retaliatory strike. Man...4-5 of my own patrols, my fleet, and a mid-line battlestation vs. 2 Conquests, 2 Eagles, a host of Sunders/Hammerheads and what not. Truly epic. We won by the skin of our teeth. Hegemony came later but weren't nearly as...dedicated. They were crushed.
These fleet mechanics are awesome, battlestations are awesome, this game is awesome. :D
Big bug. Ships with d mods in black market. Their d mods will disappear after save & load.
My officer is level 2 and says she demands a 700-credit monthly salary (500 per month base + 100 per level), but only showed up as a 70-credit cost. Similarly: crew costs should have been 1580 per month according to the tooltip (10 credits per crew per month) but were only 158 credits for my 158-crew fleet, and storage costs say they're supposed to be 189 credits per month but it only actually charged me 18. Bug/typo causing huge savings, or incorrect tooltips?Spoiler(https://i.imgur.com/P3RoiFM.png)[close]
No any mods. It bug everywhere.
And new bug found. When i buy or sell something on my colony in open market after purchase i can back to main colony menu and return to market and wow! Everything what i sell disappeared from market and everything what i buy appear again on this market and i can buy it again!
Yep, i see non-Nebula ships. Like after big battles but on this still appears some Nebulas. In campaing ratio of the regular ships to Nebulas be near >60/<40. But it very strange when after killing [REDACTED] i receive Nebulas on debries fields :DNo any mods. It bug everywhere.
Are you seeing any non-Nebula ships for salvage? That's just really weird. I forget if you mentioned if you'd tried reinstalling.
Also: do you get an exception in the log when this happens? The game wouldn't crash but should still print a stack trace there.
After years of shamelessly pirating that gem, i finally bought it on that release. GG fractalsoftworks :)
0.9RC8 getting some odd flickering on certain planet surface textures in the campaign mode. Gathering more data on it as it’s intermittent.
Also sector generation is a bit broken; once had a gas giant and it's L4/L5 asteroid groups misaligned not only in the distance from the star, but also asteroids were too close/too far away as well. Now
I have a black hole system, where outer system and fringe jump-points are half a screen away from one another.
You can "unlock" orders tab on Command panel without having any colonies. Go to Doctrines and Blueprints, click select all - unselect all, voila. It's all empty, but you can still open it.
Resetting to defaults sets battle size to 200, not 300.
I think the bar would profit tremendously from ambient sound effects:) Also, why not make it the place to hire officers? Or at least, let's say, high-level officers.
Does the AI maybe not always recognize stations as obstacles? I saw a domain cruiser burn-drive into a domain mothership without apparent cause.
Hey,
Is it possible to turn off/disable the 3-year monthly stipend?
Ruins the masochistic experience a bit. :')
Thanks for the update!
Is seeing the best places to buy or sell a product (when pressing F1) a new feature?
Either way it's quite handy but could you expand it somehow to also show the prices for the stations inside the system you are when checking it?
Would reduce the need to fly from station to station to find the best deal.
0.9RC8 getting some odd flickering on certain planet surface textures in the campaign mode. Gathering more data on it as it’s intermittent.
Slightly different, but I've noticed occasional complete screen white flickering.
Oh yeah, can the installer be signed?
* Fleet Logistics is probably too good. It was almost too good in 0.8. With colony bonuses on top of that, it seems to give a bit much compared to other skills.
* Complaint: Salvaging 3 often does not give me more rare loot, but instead changes the rare loot I get. Instead of getting extra on top of the more useful general-purpose packages, those useful packages get replaced by crap like Luddic Church, Luddic Path, and/or Pirates' hack packages. One time, unskilled found a synchrotron. Level 3 did not get the synchrotron, but got corrupted nanoforge instead. In terms of rare loot found, Salvaging 3 looks like a total dud of a skill. Lower levels may or may not replace loot.
- what is the recommended update procedure? Do we need to fully uninstall our existing installation of Starsector first, and then install the new version fresh, or can we just point the 0.9a installer to our existing installed 0.8 directory and it will intelligently overwrite the old version with the new version correctly?
- I only bought Starsector recently, with the latest 0.8 release. I just last night started playing the tutorial for the first time, am about 90 minutes into the tutorial. Are Starsector new version releases savegame compatible, or is it like Paradox games and you need to start a new save each time a major update hits?
Following up from the above, I uninstalled Starsector 0.8 completely, installed 0.9a fresh, and then went to load my savegame from last night, where I'm 90 min into the tutorial. Unfortunately, the game would not load my save (I'm not using any mods nor was I using any under 0.8a). The log file shows this error:
So is 0.9a not savegame compatible with games saved under 0.8?
Shelled out my second-world money to buy the game at last.
Hooo boy, I'm excited!
Utterly delighted by the new update, I'm enjoying it immensely.
Minor question, since I have procgen stuff to debug - the old ctrl-d to turn off sensors no longer works in devmode. Is there a new command for that?
52131 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 37
52131 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 38
52132 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 39 - last
53134 [Thread-8] INFO sound.public - Cleaning up music with id [miscallenous_main_menu.ogg]
53161 [Thread-10] INFO sound.public - Creating streaming player for music with id [miscallenous_main_menu.ogg]
53162 [Thread-10] INFO sound.null - Playing music with id [miscallenous_main_menu.ogg]
54393 [Thread-8] INFO sound.public - Cleaning up music with id [miscallenous_main_menu.ogg]
54663 [Thread-10] INFO sound.public - Creating streaming player for music with id [campaign_music_part_2_v28.ogg]
54664 [Thread-10] INFO sound.null - Playing music with id [campaign_music_part_2_v28.ogg]
74414 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed officer from ancyra_market, 40 total available
76125 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Ismara, faction: Luddic Path
77015 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Garnir to Chicomoztoc
78258 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: Tri-Tachyon
78889 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Added officer at chicomoztoc, 40 total available
79062 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Fikenhild to Ancyra
79957 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: heavy_machinery to Ilm
81418 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Skathi to Tartessus
81808 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: heavy_machinery to Cibola
83305 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Supply Cache, faction: Persean League
85021 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: Persean League
85202 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed officer from volturn, 40 total available
85891 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Suddene to Kazeron
87189 [Thread-10] INFO sound.null - Playing music with id [campaign_music_part_2_v28.ogg]
88120 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Creating trade fleet of tier 4.0 for market [Port Tse Franchise Station]
98234 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Chicomoztoc to Epiphany
98265 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Creating trade fleet of tier 4.0 for market [Donn]
98387 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Grendusa, faction: pirates
99416 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Ancyra to Yesod
99465 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Added officer at raesvelg, 40 total available
99547 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: pirates
100262 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the remnant for a rep change (0.0, 0.0)
100263 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the pirates for a rep change (1589.3738, 0.0)
100263 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with Tri-Tachyon for a rep change (0.0, 0.0)
100263 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the independents for a rep change (2.3247056E-15, 8.4006786E-4)
100263 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Luddic Path for a rep change (0.0, 0.0)
100263 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Lion's Guard for a rep change (0.0, 0.0)
100264 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Luddic Church for a rep change (9.393692E-4, 0.0018671155)
100264 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the scavengers for a rep change (0.0, 0.0)
100264 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the sleeper for a rep change (0.0, 0.0)
100264 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Persean League for a rep change (0.0, 0.0)
100264 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the refugees for a rep change (0.0, 0.0)
100265 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the derelict for a rep change (0.0, 0.0)
100265 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Hegemony for a rep change (660.2333, 1589.3711)
100265 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Sindrian Diktat for a rep change (1.1953329E-16, 0.0)
100265 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Knights of Ludd for a rep change (0.0, 0.0)
100763 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [Luddic Path watchers] at hyperloc Vector2f[40824.766, -12653.304]
100894 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Salamanca to Ailmar
101198 [Thread-10] INFO sound.public - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
101198 [Thread-10] INFO sound.null - Playing music with id [miscallenous_corvus_campaign_music.ogg]
101349 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: rare_ore to Salamanca
102783 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: independent
105829 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: Luddic Path
106242 [Thread-10] INFO sound.null - Playing music with id [campaign_music_part_2_v28.ogg]
107474 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: supplies to Volturn
107751 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed freelance admin from suddene, 20 total available
109423 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Orpheus, faction: independent
110744 [Thread-10] INFO sound.null - Playing music with id [campaign_music_part_2_v28.ogg]
111015 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Added admin at suddene, 20 total available
111284 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: rare_metals to Mazalot
112815 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: Luddic Path
113155 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Culann to Cibola
114566 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Minor Supply Cache, faction: Hegemony
115249 [Thread-10] INFO sound.null - Playing music with id [campaign_music_part_2_v28.ogg]
115352 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed freelance admin from mazalot, 20 total available
117176 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: pirates
118892 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SystemBountyIntel - Ending bounty at market [Sindria]
119042 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Added admin at orthrus, 20 total available
119776 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: domestic_goods to Qaras
122189 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: independent
126756 [Thread-10] INFO sound.null - Playing music with id [campaign_music_part_2_v28.ogg]
127446 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: drugs to Qaras
127884 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Donn to Gilead
129677 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: volatiles to Raesvelg
129758 [Thread-10] INFO sound.null - Playing music with id [campaign_music_part_2_v28.ogg]
133535 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Creating trade fleet of tier 5.0 for market [Poland]
134140 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Research Station, faction: independent
136051 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed freelance admin from tibicena, 20 total available
136492 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Added admin at epithany, 20 total available
136560 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Weapons Cache, faction: independent
137025 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Pshe to Port Tse Franchise Station
137740 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the remnant for a rep change (0.0, 0.0)
137740 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the pirates for a rep change (1589.3738, 0.0)
137741 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with Tri-Tachyon for a rep change (0.0, 0.0)
137741 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the independents for a rep change (2.3247056E-15, 8.4006786E-4)
137741 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Luddic Path for a rep change (0.0, 0.0)
137741 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Lion's Guard for a rep change (0.0, 0.0)
137741 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Luddic Church for a rep change (9.393692E-4, 0.0018671155)
137741 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the scavengers for a rep change (0.0, 0.0)
137741 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the sleeper for a rep change (0.0, 0.0)
137741 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Persean League for a rep change (0.0, 0.0)
137742 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the refugees for a rep change (0.0, 0.0)
137742 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the derelict for a rep change (0.0, 0.0)
137742 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Hegemony for a rep change (606.57153, 1589.3711)
137742 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Sindrian Diktat for a rep change (1.1953329E-16, 0.0)
137742 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Knights of Ludd for a rep change (0.0, 0.0)
137763 [Thread-10] INFO sound.null - Playing music with id [miscallenous_corvus_campaign_music.ogg]
138094 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Creating trade fleet of tier 3.0 for market [Poland]
138150 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Union, faction: pirates
140180 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Nachiketa to Tigra City
140555 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Sorpen, faction: Luddic Path
142133 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Sagon, faction: independent
142265 [Thread-10] INFO sound.null - Playing music with id [campaign_music_part_2_v28.ogg]
143766 [Thread-10] INFO sound.null - Playing music with id [campaign_music_part_2_v28.ogg]
143932 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Pair, faction: Tri-Tachyon
145493 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SystemBountyIntel - Starting bounty at market [Sindria], 1680 credits per frigate
145898 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: drugs to Qaras
146114 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed officer from yama, 40 total available
147142 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Nova Maxios to Yama
148246 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: drugs to Qaras
149272 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Creating trade fleet of tier 4.0 for market [Citadel Arcadia]
150521 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: rare_metals to Salamanca
151857 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: independent
152498 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Added officer at eldfell, 40 total available
153633 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: pirates
154629 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed officer from ilm, 40 total available
155039 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Ghan, faction: Hegemony
155511 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Added officer at sindria, 40 total available
156968 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: organs to Laicaille Habitat
159361 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: luxury_goods to Volturn
160266 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.PersonBountyIntel - Ending bounty on Lynn Tjon by Hegemony
160609 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Cibola to Sphinx
161931 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Domain-era Survey Ship, faction: Persean League
163778 [Thread-10] INFO sound.public - Creating streaming player for music with id [faction_generic_market_01_hostile_var01.ogg]
163779 [Thread-10] INFO sound.null - Playing music with id [faction_generic_market_01_hostile_var01.ogg]
163790 [Thread-8] INFO sound.OOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Creating music buffer #3
193152 [Thread-8] INFO sound.public - Cleaning up music with id [faction_generic_market_01_hostile_var01.ogg]
193298 [Thread-10] INFO sound.public - Creating streaming player for music with id [battle_ambience_01.ogg]
193298 [Thread-10] INFO sound.null - Playing music with id [battle_ambience_01.ogg]
388116 [Thread-8] INFO sound.public - Cleaning up music with id [battle_ambience_01.ogg]
388423 [Thread-10] INFO sound.public - Creating streaming player for music with id [faction_generic_market_01_hostile_var01.ogg]
388424 [Thread-10] INFO sound.null - Playing music with id [faction_generic_market_01_hostile_var01.ogg]
393934 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.bases.LuddicPathBaseIntel - Removing luddic path base at [Erlig Star System]
395201 [Thread-8] INFO sound.public - Cleaning up music with id [faction_generic_market_01_hostile_var01.ogg]
395430 [Thread-10] INFO sound.null - Playing music with id [campaign_music_part_2_v28.ogg]
395826 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: rare_ore to Mazalot
397593 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Baetis to Chicomoztoc
398151 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed officer from market_system_ab2:planet_1, 40 total available
398489 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: independent
398802 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Garnir to Poland
399941 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the remnant for a rep change (0.0, 0.0)
399942 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the pirates for a rep change (1589.3729, 0.0)
399942 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with Tri-Tachyon for a rep change (0.0, 0.0)
399943 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the independents for a rep change (2.3247056E-15, 8.4006786E-4)
399943 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Luddic Path for a rep change (0.0, 0.0)
399944 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Lion's Guard for a rep change (0.0, 0.0)
399944 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Luddic Church for a rep change (4.696846E-4, 9.3355775E-4)
399945 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the scavengers for a rep change (0.0, 0.0)
399945 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the sleeper for a rep change (0.0, 0.0)
399946 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Persean League for a rep change (0.0, 0.0)
399946 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the refugees for a rep change (0.0, 0.0)
399948 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the derelict for a rep change (0.0, 0.0)
399950 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Hegemony for a rep change (606.57153, 1589.3711)
399950 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Sindrian Diktat for a rep change (1.1953329E-16, 0.0)
399951 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Knights of Ludd for a rep change (0.0, 0.0)
400010 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: independent
401287 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Ragnar Complex to Poland
403729 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Added officer at madeira, 40 total available
404141 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: volatiles to Tartessus
404684 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Lost Astropolis to Eochu Bres
406070 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: pirates
406140 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Creating trade fleet of tier 4.0 for market [Orthrus]
407550 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Rocannon's World, faction: independent
407937 [Thread-10] INFO sound.null - Playing music with id [miscallenous_corvus_campaign_music.ogg]
408720 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.PersonBountyIntel - Ending bounty on Orion Patel by independent
409340 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Kosambi, faction: Sindrian Diktat
411056 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Tannin, faction: independent
412242 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Asher to Kazeron
412270 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Creating trade fleet of tier 3.0 for market [Pshe]
412761 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.PersonBountyIntel - Starting person bounty by faction [Hegemony] for person Guy Nelson
412790 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed officer from mazalot, 40 total available
412928 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: Sindrian Diktat
414336 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: Persean League
415750 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: Persean League
418444 [Thread-10] INFO sound.null - Playing music with id [campaign_music_part_2_v28.ogg]
420441 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Azathe Armurrus, faction: pirates
420788 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Added officer at mazalot, 40 total available
424426 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: independent
424448 [Thread-10] INFO sound.null - Playing music with id [campaign_music_part_2_v28.ogg]
427707 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: fuel to Chicomoztoc
428001 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed freelance admin from port_tse, 20 total available
428467 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Yama to Umbra
428750 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Added admin at ailmar, 20 total available
431196 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: rare_ore to Madeira
432575 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the remnant for a rep change (0.0, 0.0)
432576 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the pirates for a rep change (885.2713, 0.0)
432576 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with Tri-Tachyon for a rep change (0.0, 0.0)
432576 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the independents for a rep change (2.3247056E-15, 8.4006786E-4)
432576 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Luddic Path for a rep change (0.0, 0.0)
432576 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Lion's Guard for a rep change (0.0, 0.0)
432577 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Luddic Church for a rep change (4.696846E-4, 9.3355775E-4)
432577 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the scavengers for a rep change (0.0, 0.0)
432577 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the sleeper for a rep change (0.0, 0.0)
432577 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Persean League for a rep change (0.0, 0.0)
432577 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the refugees for a rep change (0.0, 0.0)
432578 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the derelict for a rep change (0.0, 0.0)
432578 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Hegemony for a rep change (606.57153, 885.26953)
432578 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Sindrian Diktat for a rep change (1.1953329E-16, 0.0)
432578 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Knights of Ludd for a rep change (0.0, 0.0)
432795 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Supply Cache, faction: pirates
434765 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: independent
436473 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: Hegemony
437124 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Volturn to Sindria
438012 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: Persean League
438302 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed freelance admin from tartessus, 20 total available
438920 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Added admin at salamanca, 20 total available
438925 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Citadel Arcadia to Jangala
440459 [Thread-10] INFO sound.public - Creating streaming player for music with id [faction_generic_market_01_neutral_var01.ogg]
440459 [Thread-10] INFO sound.null - Playing music with id [faction_generic_market_01_neutral_var01.ogg]
465222 [Thread-8] INFO sound.public - Cleaning up music with id [faction_generic_market_01_neutral_var01.ogg]
465477 [Thread-10] INFO sound.null - Playing music with id [campaign_music_part_2_v28.ogg]
465729 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: lobster to Asharu
468885 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Alpha Prisma I, faction: Tri-Tachyon
470620 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: Sindrian Diktat
471822 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Chalcedon to Cibola
472237 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Delta Mojave III, faction: pirates
473085 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Gilead to Sindria
473916 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Zepar, faction: independent
486233 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Orthrus to Nova Maxios
487244 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Jeresh, faction: Hegemony
487471 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Ilm to Gilead
488677 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed officer from fikenhild, 40 total available
489019 [Thread-10] INFO sound.null - Playing music with id [campaign_music_part_2_v28.ogg]
489221 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Ancyra to Coatl
489285 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Bolunda, faction: independent
501139 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: organs to Garnir
502495 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Added officer at kazeron, 40 total available
504031 [Thread-10] INFO sound.null - Playing music with id [miscallenous_corvus_campaign_music.ogg]
504301 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: lobster to Nachiketa
505532 [Thread-10] INFO sound.null - Playing music with id [campaign_music_part_2_v28.ogg]
505933 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed freelance admin from coatl, 20 total available
506215 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Maida, faction: Persean League
506614 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Creating trade fleet of tier 4.0 for market [Citadel Arcadia]
507906 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Creating trade fleet of tier 8.0 for market [Poland]
507939 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: independent
508363 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Added admin at market_system_a49:planet_3, 20 total available
508535 [Thread-10] INFO sound.null - Playing music with id [miscallenous_corvus_campaign_music.ogg]
509405 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Gusoyn, faction: independent
510906 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the remnant for a rep change (0.0, 0.0)
510906 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the pirates for a rep change (794.6873, 0.0)
510906 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with Tri-Tachyon for a rep change (0.0, 0.0)
510907 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the independents for a rep change (2.3013546E-15, 8.4006786E-4)
510907 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Luddic Path for a rep change (0.0, 0.0)
510907 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Lion's Guard for a rep change (0.0, 0.0)
510907 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Luddic Church for a rep change (4.696846E-4, 9.3355775E-4)
510907 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the scavengers for a rep change (0.0, 0.0)
510908 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the sleeper for a rep change (0.0, 0.0)
510908 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Persean League for a rep change (0.0, 0.0)
510908 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the refugees for a rep change (0.0, 0.0)
510908 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the derelict for a rep change (0.0, 0.0)
510909 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Hegemony for a rep change (330.11664, 794.68555)
510909 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Sindrian Diktat for a rep change (1.1953329E-16, 0.0)
510909 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Knights of Ludd for a rep change (0.0, 0.0)
512032 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: ore to Salamanca
512078 [Thread-10] INFO sound.null - Playing music with id [campaign_music_part_2_v28.ogg]
514579 [Thread-10] INFO sound.null - Playing music with id [campaign_music_part_2_v28.ogg]
515481 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: supplies to Tartessus
518136 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: independent
519375 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Research Station, faction: pirates
520995 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Nortia to Suddene
521357 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed officer from suddene, 40 total available
521993 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Cibola to Culann
525088 [Thread-10] INFO sound.public - Creating streaming player for music with id [faction_generic_market_01_neutral_var01.ogg]
525089 [Thread-10] INFO sound.null - Playing music with id [faction_generic_market_01_neutral_var01.ogg]
545103 [Thread-8] INFO sound.public - Cleaning up music with id [faction_generic_market_01_neutral_var01.ogg]
545601 [Thread-10] INFO sound.null - Playing music with id [campaign_music_part_2_v28.ogg]
545851 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Eldfell to Eventide
547909 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Azathe Armurrus, faction: independent
548773 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Added officer at cruor, 40 total available
549571 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: independent
550938 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: organics to Madeira
551329 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Yama to Olinadu
552707 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: independent
554295 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: Persean League
557641 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Nachiketa to Volturn
558604 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the remnant for a rep change (0.0, 0.0)
558604 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the pirates for a rep change (794.6869, 0.0)
558604 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with Tri-Tachyon for a rep change (0.0, 0.0)
558605 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the independents for a rep change (1.1623528E-15, 4.2003393E-4)
558605 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Luddic Path for a rep change (0.0, 0.0)
558605 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Lion's Guard for a rep change (0.0, 0.0)
558606 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Luddic Church for a rep change (4.696846E-4, 9.3355775E-4)
558606 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the scavengers for a rep change (0.0, 0.0)
558606 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the sleeper for a rep change (0.0, 0.0)
558607 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Persean League for a rep change (0.0, 0.0)
558607 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the refugees for a rep change (0.0, 0.0)
558607 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the derelict for a rep change (0.0, 0.0)
558608 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Hegemony for a rep change (330.11664, 794.68555)
558608 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Sindrian Diktat for a rep change (5.9766645E-17, 0.0)
558608 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Knights of Ludd for a rep change (0.0, 0.0)
559369 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: luxury_goods to Volturn
559779 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed officer from madeira, 40 total available
560089 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Umbra to Fikenhild
560716 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: rare_ore to Qaras
565613 [Thread-8] INFO sound.public - Cleaning up music with id [campaign_music_part_2_v28.ogg]
566114 [Thread-10] INFO sound.public - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
566114 [Thread-10] INFO sound.null - Playing music with id [miscallenous_corvus_campaign_music.ogg]
567858 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Faiella, faction: independent
568013 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Poland to Cethlenn
572390 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Turms, faction: independent
574842 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Added officer at mairaath_abandoned_station2, 40 total available
575374 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Weapons Cache, faction: independent
576645 [Thread-10] INFO sound.public - Creating streaming player for music with id [faction_generic_market_01_neutral_var01.ogg]
576645 [Thread-10] INFO sound.null - Playing music with id [faction_generic_market_01_neutral_var01.ogg]
584123 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Salamanca to Kazeron
584286 [Thread-8] INFO sound.public - Cleaning up music with id [faction_generic_market_01_neutral_var01.ogg]
584651 [Thread-10] INFO sound.null - Playing music with id [miscallenous_corvus_campaign_music.ogg]
585279 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: New Guayaquil, faction: Hegemony
587886 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Orpheus, faction: pirates
588121 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Agreus to Raesvelg
589352 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Cruor to Madeira
589902 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: hand_weapons to Nomios
590818 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Nomios to Kazeron
590885 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed freelance admin from market_system_a49:planet_3, 20 total available
591032 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Added admin at kazeron, 20 total available
591513 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: volatiles to Fikenhild
595276 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: rare_ore to Kanta's Den
596623 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Ragnar Complex to Chicomoztoc
598389 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: lobster to Coatl
599288 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Donn to Culann
599848 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed officer from mairaath_abandoned_station2, 40 total available
599996 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: Hegemony
601624 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Schrat, faction: Luddic Church
602899 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Gargeneiron, faction: independent
603862 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the remnant for a rep change (0.0, 0.0)
603863 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the pirates for a rep change (794.6869, 0.0)
603863 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with Tri-Tachyon for a rep change (0.0, 0.0)
603863 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the independents for a rep change (1.1623528E-15, 4.2003393E-4)
603863 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Luddic Path for a rep change (0.0, 0.0)
603864 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Lion's Guard for a rep change (0.0, 0.0)
603864 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Luddic Church for a rep change (4.696846E-4, 9.3355775E-4)
603864 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the scavengers for a rep change (0.0, 0.0)
603864 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the sleeper for a rep change (0.0, 0.0)
603865 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Persean League for a rep change (0.0, 0.0)
603865 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the refugees for a rep change (0.0, 0.0)
603865 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the derelict for a rep change (0.0, 0.0)
603865 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Hegemony for a rep change (330.11664, 794.68555)
603865 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Sindrian Diktat for a rep change (5.9766645E-17, 0.0)
603866 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Knights of Ludd for a rep change (0.0, 0.0)
604094 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Added officer at yesod, 40 total available
604230 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Nova Maxios to Cibola
605602 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Mazalot to Madeira
605913 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Creating trade fleet of tier 3.0 for market [Poland]
606050 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: independent
606919 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Port Tse Franchise Station to Madeira
607895 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Minor Equipment Cache, faction: Hegemony
609211 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: domestic_goods to Volturn
609688 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Raesvelg to Pshe
611179 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: organics to Chicomoztoc
612557 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: Persean League
614037 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed freelance admin from qaras, 20 total available
614666 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: domestic_goods to Mazalot
614683 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Garnir to Cethlenn
615336 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Added admin at culann, 20 total available
616258 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: independent
617728 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Rhogog, faction: Hegemony
619756 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: ore to Jangala
622306 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [pirate raiders] at hyperloc Vector2f[37887.0, -13530.0]
622406 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the remnant for a rep change (0.0, 0.0)
622407 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the pirates for a rep change (794.6869, 0.0)
622407 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with Tri-Tachyon for a rep change (0.0, 0.0)
622407 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the independents for a rep change (1.1623528E-15, 4.2003393E-4)
622408 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Luddic Path for a rep change (0.0, 0.0)
622408 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Lion's Guard for a rep change (0.0, 0.0)
622408 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Luddic Church for a rep change (4.696846E-4, 9.3355775E-4)
622408 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the scavengers for a rep change (0.0, 0.0)
622408 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the sleeper for a rep change (0.0, 0.0)
622408 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Persean League for a rep change (0.0, 0.0)
622408 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the refugees for a rep change (0.0, 0.0)
622409 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the derelict for a rep change (0.0, 0.0)
622409 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Hegemony for a rep change (330.11664, 794.68555)
622409 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Sindrian Diktat for a rep change (5.9766645E-17, 0.0)
622409 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Knights of Ludd for a rep change (0.0, 0.0)
622522 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed officer from nachiketa, 40 total available
622765 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Eochu Bres to Hesperus
622953 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Lamnos, faction: independent
625362 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Eventide to Poland
626758 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Yaahl, faction: independent
627548 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Olinadu to Ilm
628267 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Added officer at arcadia_station, 40 total available
628320 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: volatiles to Ragnar Complex
630343 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: ore to Ancyra
631720 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [Luddic Path watchers] at hyperloc Vector2f[37035.984, -12112.166]
632115 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: independent
633485 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: pirates
635573 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: drugs to Qaras
636375 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed officer from asher, 40 total available
636930 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Creating trade fleet of tier 3.0 for market [Poland]
670272 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: rare_ore to Ragnar Complex
670721 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Added officer at eldfell, 40 total available
671546 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the remnant for a rep change (0.0, 0.0)
671546 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the pirates for a rep change (794.68646, 0.0)
671548 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with Tri-Tachyon for a rep change (0.0, 0.0)
671549 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the independents for a rep change (1.1623528E-15, 4.2003393E-4)
671549 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Luddic Path for a rep change (0.0, 0.0)
671550 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Lion's Guard for a rep change (0.0, 0.0)
671551 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Luddic Church for a rep change (4.696846E-4, 4.6677887E-4)
671551 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the scavengers for a rep change (0.0, 0.0)
671551 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the sleeper for a rep change (0.0, 0.0)
671551 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Persean League for a rep change (0.0, 0.0)
671552 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the refugees for a rep change (0.0, 0.0)
671552 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the derelict for a rep change (0.0, 0.0)
671552 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Hegemony for a rep change (303.28577, 794.68555)
671553 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Sindrian Diktat for a rep change (5.9766645E-17, 0.0)
671553 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Knights of Ludd for a rep change (0.0, 0.0)
671788 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Weapons Cache, faction: independent
672547 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Asharu to Tibicena
673254 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Goodfellow, faction: pirates
673802 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Cethlenn to Tartessus
674981 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: metals to Salamanca
675073 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed officer from hesperus, 40 total available
675094 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Added officer at sphinx, 40 total available
675242 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Cruor to Gilead
675856 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.PersonBountyIntel - Ending bounty on Orion Spann by Persean League
676376 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Eldfell to Eochu Bres
676950 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: independent
679029 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: Tri-Tachyon
679151 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Skathi to Asharu
680410 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: Luddic Path
681638 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Jangala to Sindria
682130 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Borlu, faction: independent
683463 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: organs to Eochu Bres
684671 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed freelance admin from agreus, 20 total available
685136 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Zahrat Diyu, faction: pirates
686725 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Chicomoztoc to Laicaille Habitat
703092 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Pelesius, faction: Luddic Church
704484 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: volatiles to Tartessus
704665 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the remnant for a rep change (0.0, 0.0)
704665 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the pirates for a rep change (456.30753, 0.0)
704666 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with Tri-Tachyon for a rep change (0.0, 0.0)
704666 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the independents for a rep change (1.1623528E-15, 4.2003393E-4)
704667 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Luddic Path for a rep change (0.0, 0.0)
704667 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Lion's Guard for a rep change (0.0, 0.0)
704668 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Luddic Church for a rep change (2.348423E-4, 4.6677887E-4)
704668 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the scavengers for a rep change (0.0, 0.0)
704668 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the sleeper for a rep change (0.0, 0.0)
704668 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Persean League for a rep change (0.0, 0.0)
704668 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the refugees for a rep change (0.0, 0.0)
704668 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the derelict for a rep change (0.0, 0.0)
704669 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Hegemony for a rep change (303.28577, 456.30664)
704669 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Sindrian Diktat for a rep change (5.9766645E-17, 0.0)
704669 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Knights of Ludd for a rep change (0.0, 0.0)
704909 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Added admin at raesvelg, 20 total available
706007 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: ore to Madeira
708068 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: pirates
708352 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed officer from asher, 40 total available
709331 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.PersonBountyIntel - Starting person bounty by faction [Luddic Church] for person Glowing Rotten
709452 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: hand_weapons to Laicaille Habitat
709510 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Added officer at cibola, 40 total available
709873 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Creating trade fleet of tier 3.0 for market [Garnir]
709881 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Mazalot to Jangala
710836 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: Sindrian Diktat
711320 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Pshe to Baetis
712270 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Palaver, faction: independent
712572 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Athulf to Nortia
712737 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.PersonBountyIntel - Ending bounty on Paul Allred by Hegemony
713646 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Salamanca to Cibola
714016 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: metals to Ragnar Complex
714209 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.PersonBountyIntel - Starting person bounty by faction [Hegemony] for person Alastair Michael
715585 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: rare_ore to Volturn
718346 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: ore to Jangala
719932 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.bases.LuddicPathBaseIntel - Added luddic path base in [Brador Star System], isLarge: false
720095 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed officer from volturn, 40 total available
720579 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Sphinx to Nova Maxios
723490 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Suddene to Raesvelg
723819 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: independent
724085 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Added officer at 45881, 40 total available
725649 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: organs to Eochu Bres
726255 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Baetis to Asher
728273 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the remnant for a rep change (0.0, 0.0)
728273 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the pirates for a rep change (397.34366, 0.0)
728273 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with Tri-Tachyon for a rep change (0.0, 0.0)
728273 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the independents for a rep change (1.1623528E-15, 4.2003393E-4)
728274 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Luddic Path for a rep change (0.0, 0.0)
728274 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Lion's Guard for a rep change (0.0, 0.0)
728274 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Luddic Church for a rep change (2.348423E-4, 4.6677887E-4)
728274 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the scavengers for a rep change (0.0, 0.0)
728274 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the sleeper for a rep change (0.0, 0.0)
728274 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Persean League for a rep change (0.0, 0.0)
728274 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the refugees for a rep change (0.0, 0.0)
728275 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the derelict for a rep change (0.0, 0.0)
728275 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Hegemony for a rep change (303.28577, 397.34277)
728275 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Sindrian Diktat for a rep change (5.9766645E-17, 0.0)
728275 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Knights of Ludd for a rep change (0.0, 0.0)
729084 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: rare_ore to Mazalot
731381 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Minor Supply Cache, faction: pirates
734354 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: organics to Chicomoztoc
737790 [Thread-10] INFO sound.public - Creating streaming player for music with id [faction_generic_market_01_hostile_var01.ogg]
737790 [Thread-10] INFO sound.null - Playing music with id [faction_generic_market_01_hostile_var01.ogg]
739478 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed officer from coatl, 40 total available
740424 [Thread-8] INFO sound.public - Cleaning up music with id [faction_generic_market_01_hostile_var01.ogg]
740792 [Thread-10] INFO sound.null - Playing music with id [miscallenous_corvus_campaign_music.ogg]
741065 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Derinkuyu Mining Station to Fikenhild
742010 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: rare_metals to Ragnar Complex
743129 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Added officer at 7c5bc, 40 total available
744403 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Chalcedon to Gilead
744404 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: Persean League
746438 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Kigameng, faction: Luddic Church
746917 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Epiphany to Tartessus
750553 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: rare_ore to Salamanca
750798 [Thread-10] INFO sound.null - Playing music with id [miscallenous_corvus_campaign_music.ogg]
752218 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: Hegemony
754801 [Thread-10] INFO sound.null - Playing music with id [miscallenous_corvus_campaign_music.ogg]
755045 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed officer from sindria, 40 total available
758303 [Thread-10] INFO sound.null - Playing music with id [miscallenous_corvus_campaign_music.ogg]
760306 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: Tri-Tachyon
761025 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Added officer at cruor, 40 total available
762005 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Minor Supply Cache, faction: Persean League
763878 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Zepar, faction: independent
765138 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Raesvelg to Athulf
765724 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Bull Moose, faction: Sindrian Diktat
768816 [Thread-10] INFO sound.public - Creating streaming player for music with id [faction_generic_market_01_hostile_var01.ogg]
768818 [Thread-10] INFO sound.null - Playing music with id [faction_generic_market_01_hostile_var01.ogg]
772128 [Thread-8] INFO sound.public - Cleaning up music with id [faction_generic_market_01_hostile_var01.ogg]
772322 [Thread-10] INFO sound.public - Creating streaming player for music with id [battle_ambience_01.ogg]
772323 [Thread-10] INFO sound.null - Playing music with id [battle_ambience_01.ogg]
1028599 [Thread-8] INFO sound.public - Cleaning up music with id [battle_ambience_01.ogg]
1029010 [Thread-10] INFO sound.public - Creating streaming player for music with id [faction_generic_market_01_hostile_var01.ogg]
1029010 [Thread-10] INFO sound.null - Playing music with id [faction_generic_market_01_hostile_var01.ogg]
1035887 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: food to Chicomoztoc
1036025 [Thread-8] INFO sound.public - Cleaning up music with id [faction_generic_market_01_hostile_var01.ogg]
1036046 [Thread-10] INFO sound.null - Playing music with id [miscallenous_corvus_campaign_music.ogg]
1037146 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed freelance admin from asher, 20 total available
1042048 [Thread-10] INFO sound.null - Playing music with id [miscallenous_corvus_campaign_music.ogg]
1042798 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: Hegemony
1042816 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Port Tse Franchise Station to Agreus
1042962 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Added admin at kazeron, 20 total available
1043418 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.PersonBountyIntel - Starting person bounty by faction [Hegemony] for person Dimas Tanner
1046550 [Thread-10] INFO sound.null - Playing music with id [miscallenous_corvus_campaign_music.ogg]
1046678 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the remnant for a rep change (0.0, 0.0)
1046679 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the pirates for a rep change (397.34344, 0.0)
1046680 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with Tri-Tachyon for a rep change (0.0, 0.0)
1046681 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the independents for a rep change (1.1506773E-15, 2.1001697E-4)
1046681 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Luddic Path for a rep change (0.0, 0.0)
1046682 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Lion's Guard for a rep change (0.0, 0.0)
1046682 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Luddic Church for a rep change (2.348423E-4, 4.6677887E-4)
1046683 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the scavengers for a rep change (0.0, 0.0)
1046683 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the sleeper for a rep change (0.0, 0.0)
1046683 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Persean League for a rep change (0.0, 0.0)
1046684 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the refugees for a rep change (0.0, 0.0)
1046684 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the derelict for a rep change (0.0, 0.0)
1046684 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Hegemony for a rep change (303.28577, 397.34277)
1046685 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Sindrian Diktat for a rep change (5.9766645E-17, 0.0)
1046685 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Knights of Ludd for a rep change (0.0, 0.0)
1047055 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Cruor to Coatl
1047488 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: Tri-Tachyon
1047589 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Creating trade fleet of tier 5.0 for market [Ragnar Complex]
1052055 [Thread-10] INFO sound.null - Playing music with id [miscallenous_corvus_campaign_music.ogg]
1052751 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Gream, faction: independent
1053017 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SystemBountyIntel - Ending bounty at market [Nachiketa]
1053957 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Thulian Raider Base to Sindria
1054396 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed officer from madeira, 40 total available
1054824 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: Persean League
1055375 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Added officer at tartessus, 40 total available
1056247 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Comiaken, faction: independent
1196717 [Thread-10] INFO sound.null - Playing music with id [miscallenous_corvus_campaign_music.ogg]
1220323 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Raum, faction: independent
1222355 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: heavy_machinery to Madeira
1230670 [Thread-8] INFO sound.public - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
1230747 [Thread-10] INFO sound.public - Creating streaming player for music with id [campaign_music_part_2_v28.ogg]
1230747 [Thread-10] INFO sound.null - Playing music with id [campaign_music_part_2_v28.ogg]
Also, Alex, can we see on future new panel "Military Operation" on "Command"?
The update has been a perfect experience so far. The gameplay loop is just so smooth now.
How do I follow up on the missions I accepted in the bar? I took a mission from an academic lady to survey something but I can't find a trace of this in my Intel and I don't know where to go exactly.
Speaking of that mission, the target in question spawned circling very close to a Black Hole for me. So close in fact that most ships don't last more than 60 seconds (even with Combat Endurance) in combat before having total loss of control down to 0% CR. Nothing should spawn so close to Black Holes at all, under any circumstances.How do I follow up on the missions I accepted in the bar? I took a mission from an academic lady to survey something but I can't find a trace of this in my Intel and I don't know where to go exactly.
If you click on the "Accepted" tag in intel, you should see it.
Hmm - variety is the spice of life, no? I think this is more of an interesting/weird thing to happen rather than a bad thing.I mean, when I clearly have the superior force but can't win the battle in any meaningful way because I just don't have enough time to destroy all those fast, teleporting REDACTED just turns that battle into a save-scum fest. The return trip was genuinely interesting, as I had to make some tough decisions on if I wanted to scuttle any ships for fuel and supplies, and I did end up scuttling two of them. I also decided to use Hyperspace Storm Surfing to improve my fuel efficiency on the way back (as my ships were already on the brink) and still ran out of fuel a little ways away from the nearest civilized system. Was tense and exciting. But the battle? Disappointing and frustrating.
I mean, when I clearly have the superior force but can't win the battle in any meaningful way because I just don't have enough time to destroy all those fast, teleporting REDACTED just turns that battle into a save-scum fest.
Congrats on the big update Alex.
It feels like relearning parts of the game with how much has been added / changed.
I took the Apogee start to get quickly get a feel of the colony system (and surveying in general, since I never played a surveyor game). It's great how it quickly throws the player in the late early game but might be confusing for new players. It's a great ship choice in any case since it has the bonuses, is sturdy and yet not too powerful for the start.
I colonized a system very early and managed to upgrade it a lot even though I didn't properly manage my stability and was raided early on.
It was a sector north-east of the core one, with 2 planets of 3 (barren) with medium and large ruins specifically. I felt like I was a prospector from the Cosmic Computer uncovering caches from the war with my Tech Mines ;)
All my money went in it and it soon became a prime fuel (hail to the synchroton) and metals exporter and thus was I doomed.
I was raided all the time, and my still infant but overly teched colony was becoming a nightmare.
The 1st raid took down the Fuel factory, the 2nd the Tech mine.
The 3rd raid by both the Dictat and League took down the Megaport for a full year.
After a few month of learning and trying to survive without it, I was 700 000 credits in debt. By then I decided to sell almost everything of the colony and see what would work. It works somewhat, but it's a lot of lost time.
tl,dr : Be strong before you try to be the economic powerhouse the others don't want you to be.
Ahh, yeah. In retrospect, probably should've cut the losses before going that far into the red, but that's a tough choice to make. At least you've still got the Synchrotron!
I noticed a black hole that was marked as "Unsurveyed". If I clicked on it action '1' was survey, but it was greyed out. Methinks those shouldn't even be surveyable in the first place.
@TheSoldier:Spoiler(Let's just say there's a different outcome if you don't try to outsmart them by hiding the cores they're expecting to find!)[close]
When it can be fixed?
And Alex, multiple enemy strike fleets it normal? Or it bug?
Got caught near Kanta's Den by small fleet of pirates, at first I thought I would be fine because the station cannot chase me and small pirate fleet won't do much alone against me.
Boom, turns out I had to lose few ships to be able to walk away from stationary threat.
I would think the synchrotron would appear regardless of skill level, and extra items may or may not appear. So far, the main effect of the skill is to replace blueprints or other rare items I want with other rare items I do not want as much. I may or may not get more items. To use a Diablo II example, it feels like unskilled Salvaging gives me Windforce (elite unique), while level 3 Salvaging gives me one or two among Griswold's Edge, Frostburn, and Nagelring (low level uniques). Or, rune example, unskilled gives me a Ber rune, while Salvaging 3 gives me Tal, Ral, and Ort for Ancient's Pledge.* Complaint: Salvaging 3 often does not give me more rare loot, but instead changes the rare loot I get. Instead of getting extra on top of the more useful general-purpose packages, those useful packages get replaced by crap like Luddic Church, Luddic Path, and/or Pirates' hack packages. One time, unskilled found a synchrotron. Level 3 did not get the synchrotron, but got corrupted nanoforge instead. In terms of rare loot found, Salvaging 3 looks like a total dud of a skill. Lower levels may or may not replace loot.
Hmm, you can't just compare the results of two rolls like that. If there's a 1/10 chance to get a Synchroton, and you bump it up to 1.5 out of 10 and re-roll and don't get one (or get something else) that doesn't mean that 1.5 out of 10 is worse than 1 out of 10, if that makes sense.
Bug report:Just ran into this now, yeah. Can't really access my colony with 2 Persian League strike fleets and 2 Sindrian Diktat strike fleets (yes, 2 factions decided to attack at the same time...for the 3rd time in a row, that needs to be toned down) hovering around indefinitely, the colony repulsed both attacks successfully but the station was destroyed. I also made the same mistake of upgrading the station (remotely, while off exploring) a month or two after expecting that the strike fleets were gone, but nope, now that bug has kicked in and my colony has no spaceborne defenses with 4 strike fleets mauling everything that comes out.
When enemy "expedition" fleet destroyed station but failed to compromise the wanted facility, the task force get stuck at the planet, locked state at "traveling" and kill station whenever it respawn. It's quite annoying my star fortress get literally pinned down.
New Bug:Can you give a screenshot? I want see this!
The Port Tse Franchise battlestation was engaged in combat with the pirate battlestation from across the solar system. I was even able to join the Tri-Tach station and the two stations spawned on top of each other and shot each other.
It was weird.
Hell I could rebuild stuff faster then it takes for them to recover. I just might even.Don't, it doesn't influence the disruption timer. Complying with inspection is a trap, it's better to bribe them or even flip them off.
Hell I could rebuild stuff faster then it takes for them to recover. I just might even.Don't, it doesn't influence the disruption timer. Complying with inspection is a trap, it's better to bribe them or even flip them off.
Decided to found a colony on planet with ultrarich ore and ultrarich transplutonics.Have as little infrastructure on high hazard planets as possible. Colonise low hazard worlds (desert, tundra, the like) and build the infrastructure there, where it's cheaper and it's easier to increase colony size.
The catch?
It's a goddamn volcanic planet, 250% hazard rating. It turned into moneysink, obviously, but maybe things will turn around when I get heavy industries...
On top of that Pathers created a cell in that colony, they're going to wreck things for sure and I'm too weak to deal with their station, so yep, I'm screwed.
What do?
Edit: Guess what? Sindrian Diktat sends an expeditionary force, they're mad over my production of transplutonics...
Re: high-hazard worlds - I wouldn't build anything except for Mining there. That could be profitable, but high-upkeep industries would likely not be, or would be more profitable elsewhere.Actually I built my first colony on a 200% Hazard rating world. Turned out fine in the end after liberal use of AI Cores, but it certainly didn't produce as much profit. Heavy Industry, Mining, Tech-Mining, Spaceports, all make it useful enough to be my main base. Kinda overlooked the maintenance penalty the first time around, and by time I did see it, it was too late to Abandon the colony.
Have as little infrastructure on high hazard planets as possible. Colonise low hazard worlds (desert, tundra, the like) and build the infrastructure there, where it's cheaper and it's easier to increase colony size.I had problem finding low-hazard world with decent resource, originally I wanted to get with decent farmland.
So, uh, I guess I'm not allowed to have a colony.Spoiler(https://i.imgur.com/URoyJVD.png)[close]Spoiler(https://i.imgur.com/BshT5eI.png)[close]
Two capital fleets roll in to raid my size-4 colony and put it into -110k per month for 6 months. (It peaked at +25k per month previously.)
Not super sure what the lesson is here - don't start colonies until I'm ready to go toe-to-toe against the main powers of the Sector?
7. I wonder if getting AI cores will be worth getting in trouble with/paying off Hegemony, I got decent relations with them.AI Cores are quite useful, when used moderately. Otherwise the Hegemony get involved and you end up having to give them up or have your facilities disabled for an unreasonably long amount of time.
8. There is a planet (200% hazard score) with Widespread Ruins in my system, I heard tech mining is profitable.
Alex, can you explain how does the intel screen calculate a planet's worth?
Did I mention that custom production can stack any hullmods it wants, including DTC and ITU on a Heron?
Speaking of, fresh off the production line.Did I mention that custom production can stack any hullmods it wants, including DTC and ITU on a Heron?
Hmm, odd. Pretty sure there's a bug in autofit - it *can* do this, but there shouldn't be a situation where it ever *would*, but apparently that does come up.
AI Cores are quite useful, when used moderately. Otherwise the Hegemony get involved and you end up having to give them up or have your facilities disabled for an unreasonably long amount of time.Well, hegemony already wants me dead for Free Port things, The Church as well is sending an "expedition". So some AI cores wouldn't hurt.
Tech-Mining on Widespread (or larger) Ruins will instantly earn you the ire of the Persean League and Sindrian Diktat. Tell me about it, both of those factions have decided to raid my base regularly, at the same time, every 6 months or so. I literally can't leave my colony alone nowadays, they'll just have their asses handed to them. I did just get the reward for a certain story arc though, and I've yet to test it, so maybe that'll improve my chances. Orbital Stations and their upgrades have been pretty much useless in my experience, as the raid fleets are becoming so big and numerous not even that combined with my patrols are doing anything useful.
Also, I assume production not taking advantage of the possible +10% Ordnance Points from character skills increase is intended?
Hi, i hope this bug is not here yet but is do many pages it is hard to keep track.
In middle of combat i saw enemy ship (hound) spinning very fast (lets say 300pm if i exaggerate a bit) which i found hilarious even though i did not know what caused it.
later in another combat enemy fleet was almost defeated and i saw another hound charging at me with an abnormal speed, which seemed to be similar to one if you retread or enter when pursue someone. So i am wondering if there is some bug referred to retreating and the ships heading wrong way, or entering combat and they never turn of their burn speed.
Never happened to me in the 0.8.1a version and happened twice in a new one which i played only for about 4 hours.
Otherwise i love the game and the update as well.
Thanks
Hey ALex, you might want to pin the release news in your Twitter! Unless you are waiting to have a more stable RC
Aquaculture is double counting its base value. I can't get a screenshot of the info-panel for whatever reason, but this is what the commercial bit looks like. While I do appreciate effortlessly owning a large amount of the obscenely profitable food market, I don't think this is intended.Spoiler(https://i.imgur.com/vvPvDld.png)[close]
The spinning can happen to some ships when they lose an engine, depending on their engine placement. In particular the Shepherd has this happen pretty frequently. For the Hound burning towards you, it's most likely because it tried to retreat, hit an asteroid, and got turned around during the retreat-burn maneuver. So: not perhaps "standard" behavior in either case, but not bugs, either.Ah, I do love it when Sheperds do that. They're like obscenely large dogs chasing their own tail. :) Not to mention what the poor souls crewing the ship feel, but it's incredibly funny and I hope it never gets changed, heh.
Ah, I do love it when Sheperds do that. They're like obscenely large dogs chasing their own tail. :) Not to mention what the poor souls crewing the ship feel, but it's incredibly funny and I hope it never gets changed, heh.
Investigating military options at Port Tse station while being neutral to TT presents an option to aid the station even though there is no battle going on. Turns out the battle is counting the pirate station in the system so if you choose to aid you'll end up with a battle between 2 battlestations, though the Tri Tach one "retreats" before it begins.
Bizarre bug.
To be clear, I don't particularly mind inaccuracies especially as you get further from the main sector, I just want to be sure that they're intentional.
Yep! This nebula detail on any of the maps is just not that accurate - it averages out nearby "cells", in part for performance reasons, in part because a more detailed version didn't turn out to look too good.
Long time listener, first time caller.
Loving the update, especially the sneaky addition of Brigador portraits, even if having a Spacer as my first officer isn't exactly... reassuring.
1) Expeditionary forces are ridiculous. Just beat back the half-a-dozen large fleets that hung around after their raids failed, and one raid attempt later (which had failed by the time I got in-system) there's five more large fleets. I can beat them back without too much trouble (though a good degree of save scumming), but it means I have to spend all my time hanging around to clear up.
1) I think my colony's star fortress is in need of both rebuilding and have a 90 day disruption, and I can only see the disruption in the colony UI, so I don't know if its a lack of rebuilding or expeditionary fleets turning up that's keeping it stuck at 90 days disruption remaining.
2) Rarity of blueprints/ other colony rare loot. I've found 6 synchrotrons, 4 pristine nanoforges, 8 corrupted nanoforges, 2 astral blueprints and a Paragon blueprint, gained millions of credits and have the resources to keep a spare fleet of 0-d-mod Paragons and Astrals running sufficient to dunk on all those pesky expeditionary forces... yet I can't build a single Odessey, the blueprint for which I've been searching for since I finished my heavy industry construction. It's at the point where the blueprint is useless to my colony because of the near-unlimited supply of high-tech capital ships, I just want to find it on principle. I'm aware there's no guarantee of a particular blueprint, but it would be nice to have a way of finding out if scouring half the sector is a waste of time. I think TT has one, but it seems a bit backwards to build up enough advanced ships to raid a faction for a blueprint that isn't as useful as the ships you're using to get it.
2) Getting to the ship buy/sell screen is a bit obtuse in the new docking screen, as there doesn't seem to be an option for it on the list.
3) I have more cash than I know what to do with from a single colony, seems a bit over-tuned.
4) The limit for buildings on colonies is high enough that I don't seem to have to put much thought into what I build.
5) I was slightly confused at first with whether population interacted with colony buildings in terms of how many I could build. It seemed a bit odd that my colony of a few thousand people could support a starport, tech mining, interstellar capable military command, heavy industry and the farms to keep them all fed.
Just a quick question:It's similar to the request ship build, they send everything to your first colony by default. You can adjust the gather point, however.
I currently have 4 colonies, of which 3 have Tech-mines. When I get the monthly report about Tech-mining hauls, it only shows a single Tech-mine; my first colony. Is that because all Tech-mining hauls are automatically forwarded to the first Tech-mine you built?
Do you have the latest hotfix, -RC9? There's a bug where sometimes a station will fail to rebuild and be stuck at its building time; the hotfix fixes that, among a couple of other things.
Just a quick question:It's similar to the request ship build, they send everything to your first colony by default. You can adjust the gather point, however.
I currently have 4 colonies, of which 3 have Tech-mines. When I get the monthly report about Tech-mining hauls, it only shows a single Tech-mine; my first colony. Is that because all Tech-mining hauls are automatically forwarded to the first Tech-mine you built?
I got myself in a LMAO situation
When Persean League and Sindrian Diktat literally locked down my main cashcow with like 6~7 task force, someone saved me.
The PIRATES!!!
I was like LMAO ROFL.
Pirates decided to send an extremely heavy raid on my colony to find there are some super capital fleets (well, from other factions) wandering around. They had a GREAT fight and all of them just go boom in the end, now the sky is clear, my industries get working again.
That seems like a pirate base that's not specifically targeting you deciding to target your colony, like they periodically do other core worlds. If you don't deal with it, it'll most likely switch targets within... half a cycle or so?Ehh, it just feel silly that a Pirate base can declare "I'm disrupting your trade" and not have a single fleet nearby while still imparting the -3 Stability and -50% Accessibility debuffs, all the while being an insane distance away.
The ones nearby specifically target your stuff, though I've got a todo item to look at why it'd get built in the exact same system 5 times in a row. Might be the only "suitable" one nearby; will take a look.
Despite my posts in here mostly being about what I think might be bugs, I want you to know you've annihilated my weekend with this. Take your time, it's plenty fun.Same here! I'm mainly posting bugs instead of other discussions because I'm playing the game so much and only pause to say things that need details right. :P
It seems to be really hard to find certain pather bases connected to your colonies. I've scoured about a fourth of the entire sector trying to figure out who's supplying the cells on my main colony but no luck. Is there any trick to it that I'm missing?
-It seems to be really hard to find certain pather bases connected to your colonies. I've scoured about a fourth of the entire sector trying to figure out who's supplying the cells on my main colony but no luck. Is there any trick to it that I'm missing?
Auto assign idle officers seems to be able to assign officers to ships even if they are over the limit.
Don't know if I've seen this mentioned: The income/maintenance numbers on a colony screen are different from on the "income" tab in empire management. Bug or just taking more factors into account?
Brb hotfixing
I FOUND OUT TO FIND LUDDIC PATH BASES GUYS! It's also really easy and I feel really dumb. Some strange feeling also tells me it's going to get the crap patched out of it come the next releaseI thought that you could just click on the , then follow tge arrow in reverse. That's how I got rid of Ludd terrorists in my colony.
:D :D :DSpoilerCheck your intel tab, sort the planets by size. The Size 3 Luddic Path space station with no backstory off in nowheresville is the culprit.[close]
Same here! I'm mainly posting bugs instead of other discussions because I'm playing the game so much and only pause to say things that need details right. :PWho isn't?
I had a pirate base targeting my colony and was able to locate it by going to a bar in my colony and talking to a person. That was pretty cool, but it wasn't necessarily obvious.Happened to me too!
Is there a way to equip orbital stations? I paid an arm and a leg for the star fortress, would be nice adjust it and see its stats out of combatI would very much like to see what the battlestations can do (either codex entry and/or simulator). If I spend big bucks on the station, I like to equip it and know what its stats are. When I tried adding orbital station, I get offered which tech type, and I have no idea which style I want, so I decide not to build it.
High tech station has mines which are really useful. Also the Fortress Shield ensures it survives while you soften the invading fleet, it's been working really well for me.All of them should have mines when upgraded to Star Fortress. (I have not fought anything that big yet.)
Another bug, small fleets protecting some stations like mining stations or orbital habidat.Also, Guardian on Cryosleeper well be as solo battleship? Or he will have escort ships?Spoiler(https://i.imgur.com/OBeKz2e.png)[close]
Because after this single remnant defender i think Guardian it should not be lonely and it is simple bug.
I thought that you could just click on the , then follow tge arrow in reverse. That's how I got rid of Ludd terrorists in my colony.You can do that if the base has been rendered visible by one of the other factions placing a bounty on it. Play on for a bit - a new base will spawn, and it'll be invisible on that screen for quite a while.
Took a bunch more notes!
Reaper damage maybe is too high (that is, higher than stated) for some reason? Going to take a detailed look.
Took a bunch more notes!
Reaper damage maybe is too high (that is, higher than stated) for some reason? Going to take a detailed look.
Related: it felt weird that player colonies never have black markets or military markets.I vaguely remember some comment that player does not know where it is (because the criminals do not want to tell the judge, jury, and executioner of the state). Player is the king of his castle.
I was testing a Harbinger vs. an Onslaught in the sim on Saturday and noticed sometimes 3 Reapers would wreck an Onslaught and other times it took 10 to kill it. Not sure if it was because the Onslaught was shooting the Reapers down or if they were sometimes doing crazy damage.If it explodes like Devastator, it could have variable damage. I remember testing Proximity Charges and they did less hull damage than blasters despite having the same damage per shot.
I find it slighty confusing that I have to click every industry/structure to find out which one might be upgraded.
I find it slighty confusing that I have to click every industry/structure to find out which one might be upgraded.
Oh yeah, forgot that bothered me too. I think upgrading should be in the same menu as adding industries/structures. It would be much more obvious and would tempt us with previews of the illustrations.
Icons as you mention would be helpful, too.
the game has this problem with diagnosing fleet speed as well; there's plenty of room on the fleet UI for there to be some way to highlight your fleet's speed bottlenecks.
Battlestations seem much deadlier in real combat than in autoresolve.
Also, is the blue symbol on the right that looks like the "import from external sources" to mean "exporting to external sources"? I don't see that symbol in the F1 UI explanation panel.
@FooF - I'll keep an eye out! Possibly related to the issue with Reapers and Sabots seeming like they're doing too much damage in some situations.
There is 100% for-sure a bug with damage. I was testing for it using Reapers and killed a 22k HP Onslaught from full hull and armor with one salvo of four. Reapers only do 4k damage each, and 4x4000 is definitely less than 22,000.
Did you have any skills? 22k/16k is only 1.375, and I think you can get up to that with skills.
There is 100% for-sure a bug with damage. I was testing for it using Reapers and killed a 22k HP Onslaught from full hull and armor with one salvo of four. Reapers only do 4k damage each, and 4x4000 is definitely less than 22,000.
Are you positive?
If it failed, the intel item should say "failed" in the title. Is that not the case somewhere?It does, but at one point there were 3 different raids going on at the same time and 7 previous ones that had failed. Maybe that's just a side effect of the current bug where if the Orbital Station is destroyed and they fail the ground attack, the fleets stick around, hm.
One. Hundred. Percent.
I'm also sure it has nothing to do with Entropy Amplifier.
I have seen it with no-skills Harbinger and no-skills Afflictor (not using system). They're easy to test with because you can use Reapers against the sim Onslaught, but I highly suspect this is not limited to Reapers.
I used a mission ship in the simulator. Usually the Reapers did normal damage, a couple times they did way more. I watched carefully but saw no clues as to why they would do different damage in different runs. I am pretty sure, however, that all the Reapers were affected at the same time; maybe that will narrow it down some for Alex.
I would guess it is related to AoE damage. It's the only thing that seems even semi-likely.
...
One. Hundred. Percent.
I'm also sure it has nothing to do with Entropy Amplifier.
I have seen it with no-skills Harbinger and no-skills Afflictor (not using system). They're easy to test with because you can use Reapers against the sim Onslaught, but I highly suspect this is not limited to Reapers.
I have to tag on this bandwagon with damage here. Maybe my memory is fuzzy, but the damage model, even on Buffallos, had a bit of a curve/give which was always satisfying pushing through. Right now it feels like either armor doesn't exist in some instances or it's getting the same HE damage that hull would get. I have given and taken shots from anti-armor weapons that just seem to 'penetrate'/pierce right through armor.
@TheSoldier: that's really odd, not supposed to be more than 2 expeditions, an inspection, and a pirate raid (or more, but that's unlikely) going on at the same time *tops*. Basically expeditions are capped to 2 simultaneous and the rest can add in randomly.Everything was in line, there was an expedition from the Sindrian Diktat, an expedition from the Persean League, and a pirate raid going on at the same time. Just the log kept all the previous attacks in the Colony Threats tab (it's cleared up now, don't know what caused that in the first place) and it was a bit difficult to tell what was actually going on.
So Alex, think an RC10 hotfix might happen? For this issue and all the other ones fixed since RC9, then let things roll as they are while working on 0.9.1a. Some of the issues fixed since RC9 are pretty serious IMO, and this option is worth considering at the least perhaps after waiting another day or two for anything else that maybe should be corrected to be reported.
High tech station has mines which are really useful. Also the Fortress Shield ensures it survives while you soften the invading fleet, it's been working really well for me.All of them should have mines when upgraded to Star Fortress. (I have not fought anything that big yet.)
I know high-tech has Fortress Shield. That is the only thing I see going for it. It is a pain to kill, but other than that, offense of just beams and the occasional blaster is just not scary unless I try to solo it. Against my fleet, high-tech station is simply not a threat. The other types had significantly better offense and felt generally more dangerous.
I guess high-tech station is nice if you have a buff fleet and you want your station to not die from sustained assault.
Also, I'm not sure if this is a bug or not, but I've raided and bombed 3 stations in my game, and after about a year or so all 3 became decivilized. I didn't saturate bomb, I just raided them, took out their station and precise bombed them.Oh, it takes a year? That would explain why it hasn't happened for me yet. (http://fractalsoftworks.com/forum/index.php?topic=13883.0)
Now I can imagine that doing all that damage can eventually lead to them to perish, but all three of them? Very similar timespan too. If it's always like this I could probably cleanse the sector without declaring war with all factions at once.
Alright, finally fixed this! Turns out a collision-related performance optimization (with the ominous commit message of "shouldn't break things, but it's possible") caused projectiles to occasionally - fairly frequently, even - to hit twice, provided another projectile hit, or was still existing and fading out, in almost exactly the same area in the same frame. So the PD laser wouldn't cause this issue, I believe, but the Ion Cannon and other projectile weapons would, whenever the torpedo hit while the projectile was still visible during/after its own impact.
- Got an administrator pod early on, didn't find a way to dismiss her without a colony. 2500/month isn't that much, was just an annoyance
Two things:
- Bug: Is anyone else getting a bug where salvage attempts from battle debris fields can have tons of Nebula Passenger transports as recoverable hulls even if the battle had none of them in it at all. (I realized it was VERY odd when I got Nebulas after [REDACTED] fights or like 3-4 Nebs ONLY for a few other fights.) I'm not sure what causes this; it happens occasionally and there isn't anything I can think of that in common with each occurrence. Saw this in RC7 once or twice and now in RC9. I'm pretty sure I saw it non-modded in RC7. By RC9 I have a handful of utility mods installed and see it a bit more often (or so it seems; have spent more time in RC9 by now). Apologies in advance if this was mentioned already...
@Draba: When you bring up the Comman(d) interface from the campaign, then go to Colonies (1), there should be a button on the right labelled "Manage administrators (Q)". You'll be able to dismiss them from there.
Lost a few thousand bucks for several months before I got around to finding it myself too.
i'd really like to see this as well. manually checking for any weapons i may or may not want to stock up on is a bit tedious, and a simple "x units in local storage" text or something along those lines would easily fix that issue.[/list]
- Request: In the Custom Production window, would it be much to add a column for the amount of items in-stock from your storage? (Not cargo holds or current fleet.) If combing ALL storage would be a problem, at least from the destination location? Seeing those numbers would help remind me what I need/should produce in the coming month(s).
Re: Pather bases, yeah, they're not that easy to find. When a faction posts a bounty on one you find out where it's located, and that's about it as far as "free" ways to find the location. Totally agree that there ought to be some other way to make progress on finding one, aside from scouring everything.
Re: Pather bases, yeah, they're not that easy to find. When a faction posts a bounty on one you find out where it's located, and that's about it as far as "free" ways to find the location. Totally agree that there ought to be some other way to make progress on finding one, aside from scouring everything.
Hmm... How does one setup a "spy game" in a space game? Have an intel officer in the comm directory after you build a specific industry, like a HQ? Go to the bar, get a mission for "catch the spy" or "intercept the smugglers?" from kind of contact, and then hunt down a fleet in system who in turn knows the location of the base? Spend credits for counter espionage like we do for convincing expedition fleets to go away from the intel screen? Assign an AI core to finding them, who sometimes gets blown up by Pathers in response?
Actually, a second question is what are the ways to continue to find cores? Should I not blow up all [REDACTED] stations?
As an outspoken supporter of AI Core rights, I whole-heartedly support this. :)
- Hegemony Inspection industry disruption in case of hidden REDACTED reduced to maximum of 2 months
Good decision to not wait until .1 to fix these issues!
So far I had a lot of fun with the update, although I find it rather hard to get used to the increased scope of things. Some of the finer points like deployment costs and battle strength of individual ships seem to have lost much of their import, with all the mega scale fleet fighting going on all the time. I have to collect my thoughts on that some more before I can draw any conclusions, though.
Oh, one thing: It's not strictly a bug, but you should probably not have the same bar encounters on your own colonies as you have on foreign planets. I just had to sneak a bunch of marines from my own planet, to avoid the "local authorities". I guess that meant dodging mirrors on my way out?
Oh, one thing: It's not strictly a bug, but you should probably not have the same bar encounters on your own colonies as you have on foreign planets. I just had to sneak a bunch of marines from my own planet, to avoid the "local authorities". I guess that meant dodging mirrors on my way out?That is silly. It would be funny if the player replied "I own this colony. I am the law!"
Good decision to not wait until .1 to fix these issues!
So far I had a lot of fun with the update, although I find it rather hard to get used to the increased scope of things. Some of the finer points like deployment costs and battle strength of individual ships seem to have lost much of their import, with all the mega scale fleet fighting going on all the time, and the huge sums of credits being tossed around once you have a good colony. I have to collect my thoughts on that some more before I can draw any conclusions, though.
Oh, one thing: It's not strictly a bug, but you should probably not have the same bar encounters on your own colonies as you have on foreign planets. I just had to sneak a bunch of marines from my own planet, to avoid the "local authorities". I guess that meant dodging mirrors on my way out?
Alex, is there a system in place to pace out the invasions of multiple factions? I love the way it is now actually, but I worry that once the mod factions start getting updated they will all start sending expeditions to player bases it'd be too overwhelming. I actually look forward to fighting their invasion fleets but I wouldn't want one every 20 days.
Does the underlying simulation tie into what the default AI-controlled markets offer for sale? If so, I am seeing some signs that entire sector economy takes a nosedive beginning right around when you start a new game. While that may be intended, the overall quality of weapons/LPCs/ships starts off significantly above equilibrium at the beginning.
... this also led to a dynamic where the first attack set the benchmark for what I could possibly expect, and the difficulty level would only decrease after that initial fleet.
I do think there's some funkiness around rolling for rare loot, as per Megas's earlier comments.
- Are you certain that the rare loot salvage skill does not cause weightings to change, specifically around blueprints?
god bless you alex for not taking our black hole colonies away from us
That shouldn't cause huge/widespread changes in the availability of weapons, though. Individual colonies could get crippled - say, if Pathers disrupt a spaceport, that colony is in trouble - but overall, hmm.
god bless you alex for not taking our black hole colonies away from us
Oh, crap, how could I forget! Hotfix incomingSpoilerKidding, of course. Is that getting old yet?[close]
With the Nebula bug cleared, I currently only have one gripe left.
When fighting Remnants at probe (or other) locations solo, there tends to be one or two that will fly away from the battle and will wander around the map, making me hunt for it, sometimes calling low CR ships to locate it.
So far it's only the Bastion ones if I remember well / the one unique to such battles, that never appears in fleets otherwise.
WAIT DOES THIS MEAN WE REALLY GET TO KEEP THEM :o
I think you can pretty easily replicate this by starting a new game (with the tutorial) and hitting up all the non-pirate markets in Ancyra and Corvus (both of which are naturally on the route). And going to Askonia immediately after Corvus, too. Lots of beautiful blue LPCs and other things that should be "rare", and that you can't afford right now, but that you also know will never show up again.
I cannot confirm this for 0.9, but I have seen that quirk in previous versions, in some of the 0.7 and 0.8 releases. If player really wants those rare weapons in the Black Market, he needs to buy them as soon as possible.I think you can pretty easily replicate this by starting a new game (with the tutorial) and hitting up all the non-pirate markets in Ancyra and Corvus (both of which are naturally on the route). And going to Askonia immediately after Corvus, too. Lots of beautiful blue LPCs and other things that should be "rare", and that you can't afford right now, but that you also know will never show up again.
I don't know, I think maybe this is some sort of confirmation bias? I loaded up a fairly advanced save and there's sometimes plenty of good stuff for sale. And sometimes not. But as it's fairly random, that's expected.
Two things:[/list]yes I've noticed this as well
- Bug: Is anyone else getting a bug where salvage attempts from battle debris fields can have tons of Nebula Passenger transports as recoverable hulls even if the battle had none of them in it at all. (I realized it was VERY odd when I got Nebulas after [REDACTED] fights or like 3-4 Nebs ONLY for a few other fights.) I'm not sure what causes this; it happens occasionally and there isn't anything I can think of that in common with each occurrence. Saw this in RC7 once or twice and now in RC9. I'm pretty sure I saw it non-modded in RC7. By RC9 I have a handful of utility mods installed and see it a bit more often (or so it seems; have spent more time in RC9 by now). Apologies in advance if this was mentioned already...
When you decided to bribe hega AI core check and later switch back to cooperate, there was a bug that switching between coop and fight grant you 100k per switch, earning you infinite credit. Has this been fixed?
This version (0.9a) do not support 4K display screen mode. But version 0.8.1a support 4K. :'(
Shouldn't there be some kind of organized crime that significantly reduce a colony's stability after long term free port?There is no niche for organized crime when state itself is running drug and organs businesses.
There is no niche for organized crime when state itself is running drug and organs businesses.
Shouldn't there be some kind of organized crime that significantly reduce a colony's stability after long term free port?
I think it causes pirate bases to spawn more often and grow faster.
Shouldn't there be some kind of organized crime that significantly reduce a colony's stability after long term free port?
I think it causes pirate bases to spawn more often and grow faster.
I have Trident Blueprint. And Hyperion was the very first Blueprint I found - this ship used to be super rare in 0.81 .
Getting all the rare stuff is extremely unlikely, but getting some seems common enough.
Honestly, as much as I love all the features, the new goodness, and there is a lot of new goodness, I have to doff my hat to you for all the perf improvements. It opens up a lot for me as a modder that 0.8 scotched, and the game feels great moment-to-moment.
In terms of rare items, I'm specifically talking about Trident LPCs (I think that is the dual Atropos bomber), the Reaper torpedo bomber, and Tachyon Lances. Those are things that, beyond the initial game start position, I assume are unattainable. Otherwise, those LPCs never show up in the normal course of play, even over a few dozen hours. Even modded games where I hit up the Prism Freeport and other "fancy" markets every chance I get, Tridents are a myth. But yet, new games occasionally have a random, low population, non-military market markets sell multiple of them on the black market!
Xyphos LPCs and the single Atropos torpedo bomber also appear, but I can be reasonably confident of acquiring them later and so make less of an impression.
In full disclosure, I'm not even clear if the Reaper torpedo bombers are new to this patch, because they're so rare they may as well not exist. Except at the start, to taunt me...
EDIT: To be clear, I am fine with items being extraordinarily rare, but the "complaint" is that the game starting conditions imply otherwise. I don't need to spend my only $60K on that sutff because it's spilling out of the ears at random backwater stations. Lies!
D-Mods are too prevalent in certain areas, dial them back. Entire pirate fleets are junk before you kill them let alone after. Normal ships are far more often than not badly crippled after one battle. Some markets the entire stock of ships is nothing but 3-4 D-Mod junk heaps. Combine that with 25% ship sell back value and you are pretty much forced to do only bounties for profit if you want to fight.Couple of things:
Yeah, I miss nebulae actually doing something in combat (even if their purpose was mostly to be avoided).D-Mods are too prevalent in certain areas, dial them back. Entire pirate fleets are junk before you kill them let alone after. Normal ships are far more often than not badly crippled after one battle. Some markets the entire stock of ships is nothing but 3-4 D-Mod junk heaps. Combine that with 25% ship sell back value and you are pretty much forced to do only bounties for profit if you want to fight.Couple of things:
- Don't recover ships to sell, it's not worth it. Only take the ones you want to use and disassemble the rest for resources.
- The major factions (except probably Luddic Church) should all have pristine or near-pristine ships available for sale. They follow the same rules for production quality as the player; Hegemony and League both have Orbital Works with pristine nanoforges, and Diktat has a corrupted nanoforge, so their ships are all good. Indies and Church are hosed, granted.
I have Trident Blueprint. And Hyperion was the very first Blueprint I found - this ship used to be super rare in 0.81 .
Getting all the rare stuff is extremely unlikely, but getting some seems common enough.
Yeah, but blueprints are a bit more luck-based; I'm talking about acquiring the normal LPCs from a market.
To use a less ridiculous example, Railguns and PD Lasers. I feel like the former have always been on the rare side and the latter have become significantly more rare with 0.9 (as have most energy weapons). However, if I am willing to burn my starter funds, I can get 8-10 of both right off the bat and be set until I find the relevant blueprints or an acceptable analogue.
I don't just randomly attack to salvage. But if I feel like I'm being FORCED to hunt bounties for profit then that just feels like the economic levers need some adjusting.
Thanks but I already knew all that. My point was pretty much.... "Isn't that a bit much?"
You never happen to find a decent ship after a battle?
Nobody has a refurbished ship yard at independent planets that isn't just a junk yard?
Ships sell for 25% of their original value even if they don't have d-mods?
I don't just randomly attack to salvage. But if I feel like I'm being FORCED to hunt bounties for profit then that just feels like the economic levers need some adjusting.
...
You don't randomly murder pedestrians for profit. Fight as a mercenary and kill the "bad guys" to get paid, sound legit?
You're not even "forced" to fight, there are a lot of non-combat missions you can make profit. I just don't see why you would expect to earn any profit with any random battle.
...
You don't randomly murder pedestrians for profit. Fight as a mercenary and kill the "bad guys" to get paid, sound legit?
You're not even "forced" to fight, there are a lot of non-combat missions you can make profit. I just don't see why you would expect to earn any profit with any random battle.
Maybe you don't :)
Very different games but I really liked the X3 piracy system: you look for high-value cargo and "random" combat is very profitable that way, mostly a waste of time otherwise.
Half of my early complaints turned out to be pointless/wrong because I didn't play enough to understand, I expect Alex is a step ahead here too with convoys.
So the correct phrase is probably "you don't randomly murder poor pedestrians for profit" :)
I like storms now. More often than now, I deliberately drive into them to speed up travel, regardless of the CR hit.
Increasing campaign mod limit (from two to three) would be a nice perk. Maybe replace that useless perk in Loadout Design 1 that increases capacitor limit.
I have seen ***-loads of the Reaper torpedo bombers showing up. 3 different savegames have received 2-3 of them early-on, and one savegame has found a blueprint package (every fleet of mine had a dozen reaper torpedo bombers in it, immediately deleting every big ship that got too close to the doomswarm of doom).
I have also seen the trident bombers show up like twice, aswell as seeing tachyon lances pretty regularly. Both normal equippable ones and blueprints for faction production. And meanwhile I have never acquired omen/tempest/hyperion (let alone their blueprints) in 0.9.
So, the really rare things are really rare and it'll be practically impossible to get all of them, but you will always acquire SOME of them during any given playthrough.
So it was just bad luck, you have to understand that true randomness can produce pretty big streaks of the same result or pretty big streaks of everything except one result showing up, and that the playtime we put into the game is a pretty small sample-size.
A problem: Tech-Mining seems not producing items and tranfer it to the local storage if you are not in the location of this colony.They don't transfer to local storage. They're all sent to the custom order ship drop-off point.
I don't have proof, but I suspect there's something to this - because, at game start, I'm seeing every port at 10 stability. Which, of course, means increased rare stuff for sale relative to whatever their normal stability is likely to be. At least prior to .9, I remember seeing most planets starting with stabilities of 4-7.I have seen ***-loads of the Reaper torpedo bombers showing up. 3 different savegames have received 2-3 of them early-on, and one savegame has found a blueprint package (every fleet of mine had a dozen reaper torpedo bombers in it, immediately deleting every big ship that got too close to the doomswarm of doom).
I have also seen the trident bombers show up like twice, aswell as seeing tachyon lances pretty regularly. Both normal equippable ones and blueprints for faction production. And meanwhile I have never acquired omen/tempest/hyperion (let alone their blueprints) in 0.9.
So, the really rare things are really rare and it'll be practically impossible to get all of them, but you will always acquire SOME of them during any given playthrough.
So it was just bad luck, you have to understand that true randomness can produce pretty big streaks of the same result or pretty big streaks of everything except one result showing up, and that the playtime we put into the game is a pretty small sample-size.
Just to be clear, I'm talking about their availability at game start only. Before the end of March (the very first active month), maybe April. I know it could be confirmation bias, but the existence of those items, at those quantities, in those markets, at that point in the game was unusual enough to point out.
It is showing (+30), aka has a larger sensor profile is easier to see and therefore bad, as green. A positive thing.
And vice-versa for (-30) being red.
My first campaign of 0.9 has been a great time so far. I did a quick run through the tutorial on the normal start to see what had changed before restarting, then started with the Apogee beginning.
So far between picking up odd jobs in bars, I've gone on a mad scientists lead to recover technology, only to have half my fleet including my flagship wiped out, gotten embroiled in massive debt with a Tri-Tach executive, established a distant colony, funded it's development with my massive debt, lost my replacement flagship in a pirate ambush, heard a rumor about a mysterious planet, and am frantically running from world to world looking for jobs to avoid getting Tri-Tachyon on my ass so I can exploit the resources marked in my log.
A+ experience.
I gotta ask. Is it just me or does the fuel cost remain constant over distance travelled? So getting boosted by the storms consumes fuel 'faster', but still equal to the distance travelled? I would think the 'boost' would be 'free' in terms of fuel costs?
Transponder on/off does nothing to the outcome. Just seems like they're not weighing the potential allied fleet numbers correctly up until the bigger Armada arrives, /then/ they bunch up.I've already reported this behavior as a bug; see here (http://fractalsoftworks.com/forum/index.php?topic=13938.0).
Just want to add: All the new planetary raiding/bombardment artwork is fantastic, but even moreso the art for the industry disruption result. There's something that's just... right about it.
Possible bug / typo:Just so you understand, 2,500 credits is the 10% cost. That administrator would cost 25,000 credits if you let them manage a colony. Alex explains why it cost 2,250 credits.
Rescued a colony administrator out of cryo while exploring; her salary was listed as -2,500c (due to having two maxed-out skills).
Did not have any colonies at the time, but I kept her on my roster anyway. Read somewhere that unassigned admins would not deduct the full salary as part of the monthly upkeep.
Monthly salary summary rolls around: keeping her unassigned cost me -2,250c (90% of her salary). Weird.
Hovering my mouse over her entry in the Command > Income (3) tab reads the following:
- Monthly salary: 2,500c (unassigned, reduced to 10%)
Should that read "reduced by 10%" instead? Or is the upkeep reduction actually calculated incorrectly by the game, and I should in fact only pay $250c (10%) per month?
Hi!there's an option to enable a hardcore campaign start in the settings.json file: "enableSpacerStart":. that does more than just removing the stipend, but it might be a good choice if you feel the game is too easy.
Can anyone say me how to turn off that stipend from that academy from the beginning of game. It decreases the game for me too much. Also where did option 'endless debt'(?) disappeared, it was in first version of 0.9?
The punishment for not being "lawful" is too little. (i.e. spam AI cores and free port)
I'm already seeing pal earning 1 mil per month with single good colony which is just ridiculous.
Of course it was super sinful: all industries with beta+ core, free port on.
The punishment for not being "lawful" is too little. (i.e. spam AI cores and free port)
I'm already seeing pal earning 1 mil per month with single good colony which is just ridiculous.
Of course it was super sinful: all industries with beta+ core, free port on.
it's not free. You're violating some treaties the major factions take very seriously
Perhaps I've used them wrong, and I make a point of NOT using them so I lack experience, but... I've never had them put bombs even close to a target. In the tutorial fight they couldn't line up against a flamed out Venture. I can't imagine them hitting a destroyer (and I've never seen an enemy Piranha do anything against one of my ships other than make it dodge). All the other bombers are truly effective strike ships in their own ways.
Well... I mean thats just kind of Piranhas. They are true 0 OP bombersthey are not 0 OP, if that's what you're saying. they are 10 OP, 2 less than Perditions.
But as far as gameplay goes, it's not exactly encouraging or fun.i think that really depends entirely on whether you have means to fend it off. if you had a million credits, your fleet seems quite small for that. also, now that you know enemy fleets striking at your colonies is a thing, you can prepare for next time by starting to build an orbital defense station, which can make a huge difference in battle.
my personal experience has been kinda the other opposite: the enemy fleets that tried to attack me so far were all absolutely crushed, primarily because even a tier 1 orbital station really can completely swing the battle in your favor. and even if i had let them defeat the station and land their troops, their chances at getting past my ground defenses were low. so i'm actually hoping future fleet will be larger and/or higher quality, as so far the fights against them have been a bit diappointing.
But as far as gameplay goes, it's not exactly encouraging or fun.i think that really depends entirely on whether you have means to fend it off. if you had a million credits, your fleet seems quite small for that. also, now that you know enemy fleets striking at your colonies is a thing, you can prepare for next time by starting to build an orbital defense station, which can make a huge difference in battle.
Re: Colonies
Organically growing a colony from early-midgame on was a real struggle, and I had to max the colony skills to not lose the game to debt. I would not want to do it that way again. What I will do next game is play like in previous versions of Starsector - level up combat related skills and buildup fleet to about endgame strength, then plop down a colony and build it up very fast.
Alex, does the debt from the spacer start have a maximum debt per month or can it just keep increasing forever? Also, what exactly did the spacer do to be in that much debt? :)It looks like it scale with your level. So I assume 50k max.
In my experience you don't need an endgame fleet or even close to that for a hyper successful and fast scaling colony. You just need a good location (some resources, hazard rating 125% or lower) and a lot of credits. Bonus points for some AI cores/Nano-forge or a fuel module.I did not know hazard rating was a big deal at first. I had a good location for my +175% water world, but there were no good low hazard locations near the core worlds. I found a few low hazard worlds later further into the fringe, but that first colony is needed as a waystation toward my fringe colonies.
In my experience you don't need an endgame fleet or even close to that for a hyper successful and fast scaling colony. You just need a good location (some resources, hazard rating 125% or lower) and a lot of credits. Bonus points for some AI cores/Nano-forge or a fuel module.
...
So, system-wide bonus-giving structures are not defended and our patrols don't recapture them?I do not know. Remnant fleet captured my relay one time. I do not remember if I recaptured it or one of my small patrols did.
Might be just high tech being good, didn't try the rest yet,High tech synergies very well with a ballistic heavy fleet, especially if armed with tachyon lances, and is probably the most durable of all stations if you are in combat. (Battlestations are much less impressive if allowed to auto-resolve.)
Excuse me if my question would qualify as offtopic here but I couldn't think of a better place since the question is exactly about 0.9.im pretty sure i saw alex answer this question somewhere. it is included now, no need for third party installs anymore.
I have been away from Starsector for a year or two so I started to forget technical details, but I vaguely remember one had to download some 3rd party software (I think it was Java) and dump it to Starsector folder in order for it to run without freezes, especially with a large amount of mods. Is it still the case for 0.9, or all I need to do is install new distributive and I'm good to go?
im pretty sure i saw alex answer this question somewhere. it is included now, no need for third party installs anymore.Thank you very much for your prompt reply! Onwards then :)
Alex, does the debt from the spacer start have a maximum debt per month or can it just keep increasing forever? Also, what exactly did the spacer do to be in that much debt? :)
Should station-only markets be raidable while the station is intact? I mean, for planets I can see how one would hit the side the battlestation isn't covering then leave beforee it comes around again on its orbit, but for station markets the only place where you might find stuff is inside the part with all the guns.
Do commissions do the following? If not, I think they should:
- Disable expeditions against the player, including the punitive expedition for creating a colony inside a star system that faction claims
- Waive the storage fee
Making it preferable to let the fight happen AI vs AI is like the 'game doesn't want you to play it' trope.
Is it intentional to saturate the player with officers like this? Because it seems less than helpful.
Re: Loot skill
I roll a die and add 1. Then I roll the die again. The second time the die roll was higher! Obviously adding 1 makes the die roll lower!
In that case, it would be nice if there was another benefit at 2, something that is tangible and not fuzzy and impossible to evaluate (and verify you get what you pay for) like more rare loot. Level 1 is useful for the ability, and +10% loot from 3 is a bit underwhelming, but it is something and I see worse.Re: Loot skill
I roll a die and add 1. Then I roll the die again. The second time the die roll was higher! Obviously adding 1 makes the die roll lower!
Exactly this, yeah - absolutely can not compare individual results with/without skill. It just makes no sense to do that.
It's not impossible to evaluate - it gives you 50% more rare stuff in the long run. It's that simple.I guess I will check more. So far, only two or three sites out of more than a dozen I looted would have benefitted from Salvaging 3, while just as many I would have been ripped off had I take Salvaging 3 instead of unskilled (or less than max), despite having more stuff all around. Also, much of the extra stuff is junk stuff like more Pirate/Pather packs or excess basic packs, hullmods, or corrupt nanoforges. With Salvaging 3, I would have gotten about three useful blueprints (for heavy blaster, Eagle, and Astral). On the other hand, none of the sites would have given me a pristine nanoforge in my game (so far) if I got Salvaging 3. Basically, Salvaging 3 seems like a sidegrade or slight net upgrade if all I want it for is rare stuff. (Admittingly, I like the level 1 ability.)
Should station-only markets be raidable while the station is intact? I mean, for planets I can see how one would hit the side the battlestation isn't covering then leave beforee it comes around again on its orbit, but for station markets the only place where you might find stuff is inside the part with all the guns.
I get what you're saying, but for mechanical consistency reasons, probably, still.
Returning player here for the new build.
Tutorial battle still far too difficult for a *tutorial*. etc.
One of patrols did recapture it after some time.So, system-wide bonus-giving structures are not defended and our patrols don't recapture them?I do not know. Remnant fleet captured my relay one time. I do not remember if I recaptured it or one of my small patrols did.
returning player here too, i just played the tutorial 2 days ago.
i started on normal difficulty with the big combatfleet, the tutorial just about doubled my fleet before the big tutorial endfight and it pretty much played itself as i remember.
edit: either way, the tutorial should allways be exeptionaly easy, so if the endfight needs some cutting back, im all for it.
The D-mods on the salvaged ships seemed especially severe (a damaged flight deck on a carrier renders it essentially useless).
The D-mods on the salvaged ships seemed especially severe (a damaged flight deck on a carrier renders it essentially useless).
I wonder how the hell you're playing the game, if I can quickly destroy those without any ship taking hull damage at all, on normal difficulty, without putting in all my skill points (to save time in this quick test run).
I'm loving the revamped Doom Cruiser.+1 to that!
Returning player here for the new build.
Tutorial battle still far too difficult for a *tutorial*. I'm a long time player and was comfortable with .8 combat, but Im struggling with this fight with the exceptionally bad D-mods on the starter fleet. If an experienced player has this much trouble just from being rusty, a new player is going to be frustrated. I realize the fleets can be evaded, but that is not what the tutorial steers the player to, having just handed them a new fleet and a bunch of weapons. The most experienced continuous players have probably lost their ability to fairly gauge this, as anything save for the most extreme challenge feels trivial to them with all their game knowledge.
Steam games are refunded in the first two hours. The unforgiving nature of the random, open gameworld already gives challenge oriented players plenty to chest thump about, and nobody has ever returned a game because it *didn't* force them to reload the same battle a dozen times during the first 30 minutes. I don't see any good reason to force players to fail over and over again in the tutorial. Let players get hooked with some early successes before beating them with the "git gud" stick.
I'm loving the revamped Doom Cruiser.+1 to that!
also, i feel it needs to be said, the sound effects of the mines are amazing. many great new sounds in 0.9 in general, and i especially love the varied and tiered skill-up ones, but those teleporting mines are still my favorites. sooo satisfying, and scary if i'm on the receiving end. ^^
Personally, I would remove the larger ships from the tutorial fight altogether. Let them fight waves of smaller ships which even a new player should be able to shoot their way through without optimized strategy, and quantity can stretch the battle out for an epic feel.
I think that is a pretty decent compromise. Introduce the player to a good helping of frigates, so they can get their feet wet. I think it would also be a good idea to have a larger fleet in the system, and tempt the player with a nice bonus if they want to tackle it.
Thank you - just fixed up this one a couple hours ago, actually!
Wasn't planning another hotfix; the next release will be 0.9.1a, and that'll take a little bit, since there are a lot of TODO items based on all the feedback and bug reports :)Guess I better keep playing so I can assemble the mammoth post of feedback like I have done for previous major releases. I spilt much, but not everything. Three major things left to do: 1) invade the Red Planet, 2) explore the whole sector, 3) rob blueprints from core worlds because I want all the good stuff for my heavy industry to build.
Wasn't planning another hotfix; the next release will be 0.9.1a, and that'll take a little bit, since there are a lot of TODO items based on all the feedback and bug reports :)
P.S. Found sleeper ship by chance, but the system it was in had no planet worth colonizing. Sole planet had hazard with 250%, much too high, despite ultrarich ores. Guess all of those people will sleep even longer.Yeah, I've found 2 so far. Both were in a system where there was a single Barren planet with absolutely nothing useful in them. A bit disappointing.
P.S. Found sleeper ship by chance, but the system it was in had no planet worth colonizing. Sole planet had hazard with 250%, much too high, despite ultrarich ores. Guess all of those people will sleep even longer.Yeah, I've found 2 so far. Both were in a system where there was a single Barren planet with absolutely nothing useful in them. A bit disappointing.
P.S. Found sleeper ship by chance, but the system it was in had no planet worth colonizing. Sole planet had hazard with 250%, much too high, despite ultrarich ores. Guess all of those people will sleep even longer.Yeah, I've found 2 so far. Both were in a system where there was a single Barren planet with absolutely nothing useful in them. A bit disappointing.
It'd be great if there was some large project (200 heavy machinery, 1000 crew, 500 supplies, etc) to move the sleeper ship to a system of your choosing/add it to your fleet until you stop at a colony to park it over
obliviously missing the point.
Haven't played for a long while, nice to see a new update but I'm definitely not liking that 2 dock hullmod only limit, my polymath/jack-of-all-trades playstyle does not agree with it not one bit. Hopefully I can still brute force them onto my main superships like before but still it'll take a while for me to get up to speed with this game's modding again so I guess I'll stick to previous version for the time being and save my nerves for now.
P.S. Found sleeper ship by chance, but the system it was in had no planet worth colonizing. Sole planet had hazard with 250%, much too high, despite ultrarich ores. Guess all of those people will sleep even longer.Yeah, I've found 2 so far. Both were in a system where there was a single Barren planet with absolutely nothing useful in them. A bit disappointing.
It'd be great if there was some large project (200 heavy machinery, 1000 crew, 500 supplies, etc) to move the sleeper ship to a system of your choosing/add it to your fleet until you stop at a colony to park it over
Nice idea!
Though make it 10k heavy machinery, 10k crew, 10k supplies...... and 20 tugs :D
Haven't played for a long while, nice to see a new update but I'm definitely not liking that 2 dock hullmod only limit, my polymath/jack-of-all-trades playstyle does not agree with it not one bit. Hopefully I can still brute force them onto my main superships like before but still it'll take a while for me to get up to speed with this game's modding again so I guess I'll stick to previous version for the time being and save my nerves for now.
Loadout Design seems like a good place to add the ability to equip more logistics hullmods (as Megas suggested before), though it's already a bit of an overloaded skill.
Can the drop location from tech mining be changed? Say, if I decide to grow another colony to be as big as my first and is generally a better location?Everything from colonies made for your personal use is delivered to the colony selected in the Custom Production screen.
How would I do that? I remember searching the screen and nothing jumped out to indicate drop location. It could be hiding in plain sight for all I know.Top left corner of the screen. There should be a planet, click on it and change it to something else. I thought it represented the planet I was on because I kept going back to my main base but then realized that it was an option.
Similarly, if faction name and stuff can be changed later, I have not found the settings to do that.
>>Big wall of text.<<
Short version: I want the game to hold my hand the entire time, otherwise how am I, the player, supposed to make decisions on my own? Also I'm blind, sorry guys for yelling that the tutorial is horrendous, who knew putting weapons on ships would be beneficial.The issue is that typically people try to play with certain conventions in mind. Screwing around with the game comes eventually, but at first you're trying to find out what you're allowed to do and what you can do, what is screwing with the game/tutorial and what isn't.
Seriously tho, if someone is being that oblivious, not paying attention, and not even trying to figure stuff out on your own, then this maybe isn't the best game for you. Judging from your view on the tutorial, it would seem mobile games might suit you better.
@Grievous69
Well that was incredibly rude. What would posses you to write something like that?
@Grievous69
Well that was incredibly rude. What would posses you to write something like that?
Shi*ting on game mechanics and the game in general without even trying to learn something and just expecting to be showered with solutions is the same as insulting a person you don't personally know. It's childish and stupid. I just hate those kinds of people that's all.
A computer tutorial is an interactive software program created as a learning tool. Tutorials help people learn new skills by using a step-by-step process that ensures the user is following along and comprehending the material.
So this, I think, is my issue with the tutorial. There are too many *variables*. A player can blunder into fighting both fleets at once, or only one. A player can severely bungle their loadouts, like I did. If not paying attention, or overwhelmed with learning a new game, miss the notice about the weapons storage entirely. All these things can lead to drastically different experiences from player to player.
I LOVE that recovered ships keep their weapons/setups. Not only does it make losing ships more sustainable but it cuts down on so much tedious micro.^This. While losing weapons was "realistic", it was just a chore from mid game. Also cuts down on save/loading.
Light industry is a major money maker on free port planets. Drugs are profitable.Yep, Light industry without free port = doing it wrong.
Similarly, if faction name and stuff can be changed later, I have not found the settings to do that.If this hasn't been answered yet, open up the colony management screen, go into a colony, and click your faction name in the top-left corner. Should bring up the same screen when you first created your flag, name, etc.
Do colonies ever have the ability to expand their building slots, or are they limited to 11 forever?They can't be expanded.
Is there any way of seeing/changing the setting for what happens to the output of Tech Mines?Monthly production report. You get it together with a financial report.
For instance, can I set where I want all the stuff delivered?
Can I set it to just stockpile at the local colony, so there is always some fuel/supplies there?
Is there any way of de-prioritising or forbidding ships and weapons in the colony fleet setup?You can prioritise everything else.
Is there any way of having my patrols to claim nav buoys etc?Your faction's patrols should automatically claim space infrastructure from enemies. Otherwise, you're in a tough spot. I think I read somewhere that scrapping them doesn't nuke your reputation, but don't quote me on that.
Or some exception that claiming structures in a system you own and are uncontested in doesn't instantly throw your rep in the dirt?
Some numpty salvage fleet filled all 3 stable locations in my system with sensor arrays.
I need to replace Tech Mines with Heavy Batteries for my first colony soon.Not sure if that's too good of a move - while Tech-Mines don't give the player much after a while, they still supply the colony with an absolutely bonkers about of Metal, Heavy Machinery, Supplies, and Fuel, for virtually no cost. Tech-Mines almost feel too good at the moment.
Not sure if that's too good of a move - while Tech-Mines don't give the player much after a while, they still supply the colony with an absolutely bonkers about of Metal, Heavy Machinery, Supplies, and Fuel, for virtually no cost. Tech-Mines almost feel too good at the moment.
Monthly production report. You get it together with a financial report.Neat. Thanks.
Findings are sent to the colony selected here, along with custom production:Spoiler(https://i.imgur.com/yLuZrh6.png)[close]
You can prioritise everything else.A bit.... Convoluted.
Your faction's patrols should automatically claim space infrastructure from enemies. Otherwise, you're in a tough spot. I think I read somewhere that scrapping them doesn't nuke your reputation, but don't quote me on that.The patrols seems to be quite happy to ignore them.
The patrols seems to be quite happy to ignore them.I think patrol ignores relays if the faction owning it is normally not hostile.
And breaking them for parts triggers the same "you are now at war with these guys, lol" outcome. I checked.
Yep, Light industry without free port = doing it wrong.considering LI is the one that supposedly produces most of the basic necessities for the entire population of the sector, besides food and supplies, i'd say there's a problem with it being only worthwhile for drugs, at the very least on a conceptual level. :P
Was the relay you smashed a Domain one? Smashing a makeshift relay is only -5 rep. I think smashing a Domain one will put you straight to hostile like a takeover does, not to mention Domain relays cannot be built.Nope. Makeshift.
Building your colonies in [REDACTED] systems seems like a pretty good strategy, trade still works but any invaders will be in for a surprise. Not sure it's meant to work like that.
from a discussion in the discord: we looked at profits from Light Industry and Heavy Industry, and the numbers on these two seem really off.
Light Industry makes way too little.
Started a new game and found an Equipment cache containing blueprints for both battlecruisers in about the tenth system I checked. Putting aside the fact that the box might as well have contained a note saying "To Sebenko, Love RNG XXX", It kinda reinforced to me that some way of controlling what blueprints the player finds would make blueprint hunting less tedious- in my first game I scoured literally half the sector for my favourite ships, while in this one, I put in no work and got what I was looking for.
So I'm not sure if this has been said already, but the Luddic path seems a little op in their bases. If I travel to epiphany, they all scatter. but there is a base right below me that has blown up anything I send at it no matter how large the force. it seems pretty unbalanced if they have that kind of power so far from home but nothing close to it in the core worlds.
The reason HI is so good is because it taps into 4 fairly big markets at once, can be upgraded in two ways (Orbital Works, nanoforges), and finally there's not much competition. And the "upgrades fleets and allows custom production" part.
Also, Independent have no HI, so they get -25% ship quality modifiers, but it appears to affect only Independent fleets spawned on Independent worlds. Fleets orbiting my capital are as pristine as my fleets.
light industry isn't meant to turn a profit, it's to support your faction's population needs internally.if that were how it actually works, sure. but it isn't. as long as you have decent accessibility, afaik it makes no difference whether you produce goods locally/in-faction, or import them from out-of-faction. out-of-faction imports don't cost anything.
2. Stations to easy to kill. They need more wide turrets firing angle.This particular station has a weakness on the first stage, when a ship can pound it from the side and it can't retaliate. If you make a ship to exploit that, it's still just one ship. Normal orbital stations have a fighter module too and midline battlestation and star fortress also have additional turrets on the side, that prevent you from cheesing it like that.Spoiler(https://pp.userapi.com/c845217/v845217165/13c2c0/kAWXis4rNmM.jpg)[close]
2. Stations to easy to kill. They need more wide turrets firing angle.Since the low-lvl pirate stations are first the player meets, they are probably easier by design so that a beginner fleet can fight them and also introduce the idea of flanking to the player.
3. Legions, why they a so easy to found? And why i see only XIV version?You got lucky. I have yet to see any legion in the wild.
This particular station has a weakness on the first stage, when a ship can pound it from the side and it can't retaliate. If you make a ship to exploit that, it's still just one ship. Normal orbital stations have a fighter module too and midline battlestation and star fortress also have additional turrets on the side, that prevent you from cheesing it like that.i think all of the station gun modules should still have *some* of their turrets able to fire at anything that is able to fire at them. in the midline 'broadside' module example, it would be a bit crazy (and look rather silly) if all 9 large turrets could fire at that Cerberus. but i'd say at least 2 or 3 of them should be able to, as well as a couple of the small ones for PD coverage from that direction.
I personally wish I could make my own blueprint or something. I want an Odyssey capital but don't wish to raid the core worlds for them. Is there any guarantee I'll eventually find it? Or is it really all chance.No guarantee to find it. If a faction uses it, you may be able to raid their heavy industry for it.
primarily as a battleship.
Conquest is a battlecruiser too, and it can slug it out like a battleship. (Conquest is an acceptable substitute for Onslaught.) Odyssey is the only capital that cannot slug it out with its peers, much like how Shrike has trouble slugging it out against other destroyers.primarily as a battleship.
That's because it's not. It's a battlecruiser. Conflating the two is a century old mistake, which I will avoid getting into here unless someone really wants me to.
Sorry if this is the wrong place to ask this, but has anyone else encountered a bug where you cannot join your colony's forces in a fight?
A Sindrian diktat expedition is floating around my colony and engaging patrols/star station but I get the "neither side trusts you enough" message.
it can still happen with transponder enabled, when you have good reputation with the attacking faction. fleets only let you join if are either hostile to one side but not the other, or allied to one side but not the other. that worked fine before, but now it will have to be tweaked to allow joining against these hostile fleets even if they belong to an allied faction.Sorry if this is the wrong place to ask this, but has anyone else encountered a bug where you cannot join your colony's forces in a fight?
A Sindrian diktat expedition is floating around my colony and engaging patrols/star station but I get the "neither side trusts you enough" message.
Enable the transponder. You can't join fights with transponder off.
Now whether this should be a requirement is another question. Pirates are clearly aware of each-other despite running without transponder, so it would make sense for player faction to have some private communications channels as well.
3. Legions, why they a so easy to found? And why i see only XIV version? Also, for me XIV total useless because for me more better large ballistics than rockets. And why in general this XIV type have different weapons slots from the regular ship?Yeah, I also don't get the point of large missile instead of large ballistics.Spoiler(https://pp.userapi.com/c845217/v845217165/13c2a7/nfSKHb5Bo_4.jpg)[close]
Conquest is a battlecruiser too, and it can slug it out like a battleship. (Conquest is an acceptable substitute for Onslaught.) Odyssey is the only capital that cannot slug it out with its peers, much like how Shrike has trouble slugging it out against other destroyers.
If I had both Odyssey and Paragon, Paragon would be a no-brainer choice for me. I need a capital to do capital things.
Unfortunately for Odyssey, it lacks the shot range. Falcon can outrange and outlast other destroyers.
What item of expenditure? Maybe it special from "hard" spacer start? This grows from the level of the player and it is strange.yes, this is from the spacer start: "a life-long debt"
it can still happen with transponder enabled, when you have good reputation with the attacking faction. fleets only let you join if are either hostile to one side but not the other, or allied to one side but not the other. that worked fine before, but now it will have to be tweaked to allow joining against these hostile fleets even if they belong to an allied faction.Sorry if this is the wrong place to ask this, but has anyone else encountered a bug where you cannot join your colony's forces in a fight?
A Sindrian diktat expedition is floating around my colony and engaging patrols/star station but I get the "neither side trusts you enough" message.
Enable the transponder. You can't join fights with transponder off.
Now whether this should be a requirement is another question. Pirates are clearly aware of each-other despite running without transponder, so it would make sense for player faction to have some private communications channels as well.
Today, 0.8 and beyond Conquest straddles the line between battlecruiser and fast battleship.Fair enough, it's a fast battleship then.
I need my entire fleet when attacking multiple gigantic pirates and pather fleets, especially if they have a battlestation. (I now need to take enemy battlestation into account when building a war fleet. They are unbeatable by outlasting you if you are not prepared.) Also, when I need to defend my colony from an invasion fleet, their fleets can be very large. (If they were not, I let the patrols auto-resolve.) Peak performance is a problem now that endgame fights have become bigger and bigger ships do better in peak performance. Even cruisers now can struggle to win without running out of peak performance.
The only thing 0.9 Odyssey is better at is getting behind Onslaught (but you don't really need a capital to kill Onslaught from behind) or Paragon (only works because sim Paragon has Gravitons in rear slots), which means it needs to be set up for melee.
Conquest utterly destroys 0.9 Odyssey, because it's stronger and you can't get behind it.
And that's the point of a battlecruiser.Today, 0.8 and beyond Conquest straddles the line between battlecruiser and fast battleship.Fair enough, it's a fast battleship then.
And that's the point of a battlecruiser.
Do you not slap insulated engines on every ship? You can sneak up on the pathers, dictate terms of engagement and just drop a fleet on the station and the one or two fleets of junk they call spaceships.If I really need to sneak, I use "Go Dark". Otherwise, I prefer a direct assault, or at least peel away enough ships from the battlestation if direct assault against everything is too bothersome. I do not always know how dense the enemy is, and I like to prepare for the worst.
Beam Odyssey is pointless in 0.9 . 3 TLs without overlap, so good luck rotating for each shot.If AI insists on burning Odyssey to its death thinking it is a front-line berserker (even with Steady AI), it either needs its own 0.8 shields back (or flux capacity raised to about 18K to 20K) and/or have its DP cost slashed down to 35 to make it clear that it is akin to a high-end cruiser.
Where 0.81 Odyssey had 3 overlapped, and boosted them with HEF to effectively 4.5 TLs.
Attacking with soft flux weapons is all or nothing approach, and just 3 TLs do not cut it at capital level.
The only thing 0.9 Odyssey is better at is getting behind Onslaught (but you don't really need a capital to kill Onslaught from behind) or Paragon (only works because sim Paragon has Gravitons in rear slots), which means it needs to be set up for melee.
Conquest utterly destroys 0.9 Odyssey, because it's stronger and you can't get behind it.
If I really need to sneak, I use "Go Dark". Otherwise, I prefer a direct assault, or at least peel away enough ships from the battlestation if direct assault against everything is too bothersome. I do not always know how dense the enemy is, and I like to prepare for the worst.
Plasma Burn is terrible for outmaneuvering things because it does not move the ship far enough. It is good for catching weaker ships that can otherwise escape by backpedaling, but that is about it.
Plasma Burn is terrible for outmaneuvering things because it does not move the ship far enough. It is good for catching weaker ships that can otherwise escape by backpedaling, but that is about it.
I'm not saying it's a strong mobility system. Just good enough to get behind Onslaught/Paragon, something which 0.81 Odyssey couldn't do (or at least not nearly as reliably in case of Onslaught). Of course, 0.81 Odyssey had much less need to do so in the first place.
Oh shoot! I forgot to thank Alex for the late birthday present of .9! Thanks again man!
Tried the phase ships again in 0.9.
Quantum Disruptor seems to disable the target for less time than before. It is too hard to land Reapers on ships. Actually, the target seems to recover as soon as the Harbinger stops activating the special, meaning the attack need to be fired and system used right before the shots hit - too hard to do solo. Best I could do is triple Harpoon MRM pods. Can still wreck some ships, but with neutered system, I do not think Harbinger is worth 20. It would be with old Quantum Disruptor.
Invulnerability frames after decloak seem to be gone, or have much less duration. I fire AM Blasters immediately after decloaking and killing the target usually results in mutual kill, unlike in 0.8.
Aside from that. Mercenaries now spawn in Contacts as well as in the bar. Shouldn't it be a single spot that we want to check for them? Seems a bit weird to have them split off like this for no real reasons.
Afflictor and Shade? Without invulnerability frames, they get chewed up by any ship with significant 360 firepower. Even if it can bypass shields, which is much harder, the defending AI's guns fire almost immediately and I trade damage. Also, in solo fights, AI will try to keep shield down while my ship is phased and will raise it almost as soon as I decloak, which means I need to be almost touching the ship to bypass shields and my ship eats damage from their guns. Obviously, not all ships have this sort of defenses or firepower, and Afflictor and Shade can dominate those.
AI still raises shields along line connecting ship's centers. If you fire at their corner, your shots get in pretty reliably.If I try to solo something like Aurora, Conquest, or Paragon, Afflictor dies. They just fire their guns the moment I decloak, and my ship takes damage at best or dies outright at worst. I can still fry stuff like Hammerheads and Onslaught, though.
Only insta-hit or very fast projectile + high damage weapons are a real threat. So yeah, don't appear in front of Heavy Blaster/Phase Lance/Tachyon Lance/Mjolnir. But otherwise? You just take a few minor shots or dodge them outright. That's if you didn't insta-kill or disable their weapons with your shot.
With Entropy Amplifier Afflictor you can also choose to outright chew through shields, if that's your style. 6x worth AM blaster damage under EA (you can barely fire 4 AM with optimized Afflictor) will overload most targets. Then you cloak as soon as possible (2 sec) and reload in 4x cloak (2 world sec). So you can fire at least 3 more AM blaster shots after 4 seconds of global time from first salvo.
Huh? Maybe a modded thing? You can only hire officers from the comm directory in vanilla.
... even since the earliest versions I liked to trade without smuggling, now that is literally impossible if economy goes well enough, since all markets end with exact same price :S
4. Colony Threats: waaaay too much
Hum? The only mods i have are the Combat Chatter/Rotary Guns + LazyLib. LE: Did a whole sweep of the sector, since i can swear i found a merc through the bar, trying to re-encounter it, but didn't. Maybe my memory is mixing that up with the Marine contracts or something. (Are the administrators only through the comms too? shrug)
If I try to solo something like Aurora, Conquest, or Paragon, Afflictor dies. They just fire their guns the moment I decloak, and my ship takes damage at best or dies outright at worst. I can still fry stuff like Hammerheads and Onslaught, though.
... even since the earliest versions I liked to trade without smuggling, now that is literally impossible if economy goes well enough, since all markets end with exact same price :S
I mean, things generally not going well enough is the point. There are a ton of reasons for local excesses or shortages - Pirate Activity, Pather cell sabotage, lost trade fleets, changing faction hostilities, player raids. Many of these get more severe as the game goes on, too. "Very stable baseline + event-driven price imbalances" is exactly the goal. That way you also, say, don't end up with fuel or supplies costing 200 credits everywhere.4. Colony Threats: waaaay too much
(Just making sure you've got the RC10 hotfix, since that can really impact things here.)Hum? The only mods i have are the Combat Chatter/Rotary Guns + LazyLib. LE: Did a whole sweep of the sector, since i can swear i found a merc through the bar, trying to re-encounter it, but didn't. Maybe my memory is mixing that up with the Marine contracts or something. (Are the administrators only through the comms too? shrug)
Ah - probably mixing it up, yeah. Admins are also comms-only - well, aside from cryopods.
For Alex :
I don't know if it has been fixed since, but the Shrike description has one "opportunities" too many.
"This allows the Shrike to dart into tactical opportunities opportunities as they arise..."
There needs to be a global increase of peak performance across the board now that endgame fights are bigger.
P.S. I forgot, if Odyssey still costs 45 base, then it is not really cheaper to deploy than other capitals. It just has better fuel efficiency, which helps when hunting pirates and pathers far from home.
I am not an advocate of cluttering the ship info panel more than it already is, but we really need to be able to see deployment cost before we make purchasing/salvaging decisions about ships. AFAIK the info is only available when actually deploying.deployment points cost is the same as supply cost to deploy, which is already in the info panel. the only difference between the two is that various modifiers that reduce or increase the supply cost (like from d-mods) don't actually affect the deployment points cost, aka how many ships you can deploy into battle at once.
An Apogee, with a large energy mount and a 0.6 shield/flux ratio, costs 18 to deploy, while an Aurora, which has zero large mounts and a 0.8 shield/flux ratio cost 30 to deploy. I am aware there are many other differences between these ships, but I think the ones I highlighted would give anyone pause when becoming aware of the respective deployment costsi think Aurora's DP cost is entirely justified. if anything, i think it might still need a bit of a nerf. its speed is an extremely powerful advantage over almost all other vanilla ships, even including some of the slower frigates.
Maybe Plasma Cannon should be 25 or 26 OP.Despite improvements, Plasma Cannon is still inferior to Mjolnir, and Mjolnir is cheaper. Of course, apples to oranges unless mod ships (or mod enabling playable Remnants) get involved, then Mjolnir is the clear better pick of the two.
Tried Perdition wings. They are the new 0.8 era Khopesh… and classic Dagger wings. Perdition wings demolish targets more quickly than Khopesh can, and they cost the same OP. They probably either need their OP raised or wing size cut to two.
Do enemies never have Electronic Warfare any more? I don't recall ever seeing the enemy's ECM rating at >0% without a sensor array.i saw it at least once, though i can't remember against what fleet. it certainly seems very rare, and not just against pirates.
I tried Hyperion. It can still bypass shields, but it gets zapped by burst PD. It seems the enemy's weapons react even faster than they did in 0.8. Before, I could avoid damage as long as I do not make a mistake. Today, if the enemy has a hitscan weapon on a turret, and I try to squeeze off a blaster shot, Hyperion takes some damage. Not much, but enough that Hyperion will get worn down after multiple hits.
In 0.8, it was possible to shoot blaster and teleport before burst PD could hit. Today, it is too hard to do that. Also, I used Mining Blaster in 0.8 for more damage.
If I need to shield to avoid damage, then Heavy Blaster could work. On the other hand, they fire all weapons immediately. Hyperion literally has no time to waste. If I take something like point-blank ballistics or blaster, up goes the flux and Hyperion cannot teleport anymore.
If I try to solo something like Aurora, Conquest, or Paragon, Afflictor dies. They just fire their guns the moment I decloak, and my ship takes damage at best or dies outright at worst. I can still fry stuff like Hammerheads and Onslaught, though.
Using maxed character and 4x AM blasters variant: sim Aurora is at 25% hull after first salvo, sim Conquest dies in 3 salvos. Both have easily exploitable blindspots - medium rear slot for aurora has no HB. Conquest has no burst weapons around it's rear.
Sim Paragon is more tricky due to TLs having almost complete coverage and Accelerated Shields hullmod.
Overall I just don't get the love for heavy blaster, it does get through armor faster but everything else is better at exposing armor in the first place(ion also makes sure things grinded down won't escape).Depends on loadout.
You do lose some kills if the rest of the enemies push ahead of damaged ships but the overall flux efficiency of better weapons is such a big advantage I think that's worth it.
For example, on Tempest, Heavy Blaster and Tactical Laser is about as effective (close to DPS and flux use) as two Pulse Lasers, but costs less OP (16 instead of 20) and can poke with tac laser to fry pirates.
Shouldn't Combat Readiness go x4 slower when in phase cloak? ???
AI phase ships just move faster, but player enables slow-mo and suffers real time seconds tick. Is it a nerf to player or just an oversight?
Shouldn't Combat Readiness go x4 slower when in phase cloak? ???This applies to every phase ship. Combat Readiness goes down over time, but the time in question is relative to the ship itself, not outside. If you live three times as quick, your life is also three times shorter.
AI phase ships just move faster, but player enables slow-mo and suffers real time seconds tick. Is it a nerf to player or just an oversight?
Depends on loadout.
For example, on Tempest, Heavy Blaster and Tactical Laser is about as effective (close to DPS and flux use) as two Pulse Lasers, but costs less OP (16 instead of 20) and can poke with tac laser to fry pirates.
Heavy Blaster can enable hit-and-run better than Pulse Laser, and Phase Lance for that matter.
For example, on Tempest, Heavy Blaster and Tactical Laser is about as effective (close to DPS and flux use) as two Pulse Lasers, but costs less OP (16 instead of 20) and can poke with tac laser to fry pirates.
Poking with single Tac laser/few beams in general isn't necessarily to your benefit - you give up zero flux bonus (unless Helmsmanship 3) to do so. Worst case is no helm 3 poker vs helm 3 target - doing so only slows down the firing side.
I only take Helmsmanship to 2 now. 3 is not worth it anymore. I am highly tempted to leave Combat at 2. Now, I may get Combat 3 for either Ordnance Expert 3 (fun despite being a bit sub-optimal) or Combat Endurance 3 (for small personal boosts to several stats at 100% CR). On the other hand, Combat 3 means no other Industry 3 skills for more convenient fighting experience, either Safety Procedures for better clunkers and cheaper EB, or Recovery Operations for a chance to recover pristine ships as pristine after they die.
I tried Odyssey again, this time with various loadouts. (First time I tried, I only had Autopulse available; that did not work very well against capitals.) One with Plasma Cannons (finally got the blueprint late), and another with a bunch of IR Pulse Lasers and heavy beams on one side and burst PDs and heavy missile on the other, and... as long as it has Loadout Design 3 for the extra OP to afford Hardened Shields or more capacitors like Conquest can, then it can actually slug it out against capitals, as least Onslaught and Conquest. Paragon is doable, but hard; Odyssey is at a disadvantage, more so than Conquest vs. Paragon. Astral is tricky. Getting close enough without getting bombed to death is hard, but once Odyssey can get close enough, it crushes Astral.
Plasma Cannon. I underestimated this thing. If the ship has the defenses to brawl, it will crush whatever it is aimed at fast (aside from targets with Fortress Shield), and it is flux efficient for an energy weapon. Against some battleships, Odyssey with plasma cannons can put hard flux on the enemy faster than it can back, and Odyssey can win a shootout.
With IR Pulse Lasers and heavy beams on the left and burst PD beams on the right, Odyssey can get very close to enemy and dump a ton of hard flux with IR Pulse Laser spam. During 0.8, this was suicide with cowardly AI and no Plasma Burn. Today, by the time the enemy can shoot at Odyssey, Odyssey can plasma burn into their face, then fire. Once hard flux gets high, either Tachyon Lance to shield pierce and EMP the enemy, or HIL to simply melt the enemy down fast. Between the two, HIL seems more effective than Tachyon Lance. While lances will knockout the ship, HIL will simply kill the enemy dead and fast when no pesky shield is in the way.
It needs Hardened Shields or high capacitors to have a good enough shield.
...
Odyssey is still slightly OP starved (like various other ships). Even with Loadout Design 3, it cannot spare OP for Reinforced Bulkheads or a useful campaign hullmod. It also would be nice if it had either a slightly stronger shield or more flux capacity so that Loadout Design 3 is not required (not that it matters since everyone that does not want a challenge game will take that skill).
Overall I just don't get the love for heavy blaster, it does get through armor faster but everything else is better at exposing armor in the first place(ion also makes sure things grinded down won't escape).The thing with heavy blasters is that, like any armor-breaking weapon, you want to use them in moderation. An Aurora with three heavy blasters is not going to perform well (with possible exception for SO builds). My preferred Aurora loadout uses one, in the medium hardpoint, and that's the gun that I leave under player control. Sometimes you'll have enough of a flux advantage to use it against the enemy's shields. Sometimes you won't, and then you save it for breaking through armor.
You do lose some kills if the rest of the enemies push ahead of damaged ships but the overall flux efficiency of better weapons is such a big advantage I think that's worth it.
@ Draba: The problem with production is it is slow unless I have a bunch of heavy industry, and I may not have the blueprints. My size 7 colony with pristine nanoforge can only produce one capital in about two or three months. If I get a second colony with Heavy Industry, I can bump that by another 100K or so. Also, I did not have all of the necessary blueprints to produce everything I want until long after I could deal with endgame expeditions. Even now, I still do not have all of the blueprints I want, although at this point, why bother. Probably time to restart for a better game, or wait until next release fixes some of the problems.
If you can get a bunch of alpha cores and do not care about the side-effects, then yes, Industry for colonies is useless. I do not have any alpha cores in my current game. Also, sector generation of great planets was not ideal, or at least the whole east side of the sector was not. In my first game when learning of colonies, it had a moment where if I did not take colony skills, the game would have ended in perpetual debt.
Question: Can you make your own faction hostile against you by shooting up your own allied fleets and/or battlestation (possibly from incompetence rather than malice)? If so, how would that work?
(Quick note: in the process of getting a new computer; this one is having some hardware problems. Was able to boot it up just now, but not sure how long it'll last. So, just a heads up in case I'm not around for a couple of days!)BACK! UP! EVERYTHING! NOW!!!
Mostly, I dont like the fact that faction and fleets are static in time. Factions should make new colonies. Salvage fleets should sometime loot and make disappear stuff like orbital station or derelict ship. It would greatly help to immersion. So far it looks like a classic RPG à la Elder Scrolls: the story will not change if you don't change it, which is kind of boring.
And by the way, the small funny hints and homage are really nice: encountering the Exploratorium BB was a really and terrible surprise when I figured what was your inspiration!
I'll say, I don't really see making factions expand and so on. Maybe in some super-limited way, but maybe not. I do want to make the world more dynamic, that's just not the means I want to use for that. Starsector is not really a 4X, and factions expanding that way is getting too far into "proper" 4x territory for my liking.
Something that did not occur in previous versions: The player waiting around, for things such as production or construction to finish.
I'm not sure if Alex read the bug report (since he didn't reply) so I'm posting it again here.
The high tech station's desync shield is bugged and not blocking AoE damage. A reaper hitting shield is able to rip off any module they covered with ease.
it can still happen with transponder enabled, when you have good reputation with the attacking faction. fleets only let you join if are either hostile to one side but not the other, or allied to one side but not the other. that worked fine before, but now it will have to be tweaked to allow joining against these hostile fleets even if they belong to an allied faction.Sorry if this is the wrong place to ask this, but has anyone else encountered a bug where you cannot join your colony's forces in a fight?
A Sindrian diktat expedition is floating around my colony and engaging patrols/star station but I get the "neither side trusts you enough" message.
Enable the transponder. You can't join fights with transponder off.
Now whether this should be a requirement is another question. Pirates are clearly aware of each-other despite running without transponder, so it would make sense for player faction to have some private communications channels as well.
Yep - transponder on is not actually required to join your own faction's side, but there's a bug where if you're friendly (no just neutral) with a fleet on the enemy side it won't let you join anyway. Fixed for the next release!
Does next release mean a RC11 or Starsector 1.0? ;DNeither! Next release should be a 0.9.1.
Just pointing out if you take a commission your accessibility gets tanked, all these complaints about super profitable colonies are all in ideal situations where every one is buddy buddy, with mature colonies. it takes what? 800,000 credits to 100% fund the growth of a size 6 colony?
I think that sometimes warnings about expeditions or inspections just don't reach you. Yesterday I had a message that Hegemony AI inspection reached my system, without any earlier warning about it coming. I believe in RC6 I had a situation where there were two stacked Diktat expeditions at the same time, with one being invisible (no intel) and after I defeated the first and left, the second came and nuked my space port, and only THEN I received intel about this raid succeeding.
Not sure if this is a a bug: I had founded a colony in the hegemony system Astlan (had a commission), and it just disappeared, with nothing but ruins left. When I founded it there was a warning that the hegemoney would take it out soon. But I never received the usual warning about an expedition being undertaken or something, I think. I'm guessing that isn't intentional?
I think that sometimes warnings about expeditions or inspections just don't reach you. Yesterday I had a message that Hegemony AI inspection reached my system, without any earlier warning about it coming. I believe in RC6 I had a situation where there were two stacked Diktat expeditions at the same time, with one being invisible (no intel) and after I defeated the first and left, the second came and nuked my space port, and only THEN I received intel about this raid succeeding.
Not sure if this is a a bug: I had founded a colony in the hegemony system Astlan (had a commission), and it just disappeared, with nothing but ruins left. When I founded it there was a warning that the hegemoney would take it out soon. But I never received the usual warning about an expedition being undertaken or something, I think. I'm guessing that isn't intentional?
Hmm - is it at all possible that you just didn't see it? One possibility could be if it happened to arrive at the same time as lots of other intel, say.
Hmm - is it at all possible that you just didn't see it? One possibility could be if it happened to arrive at the same time as lots of other intel, say.
Could "change toolbars" hotkey be moved somewhere away from WSAD? I have seen people here and there getting confused by unknowingly changing to an empty one and being unable to do stuff they should be able to do. Another thing is that people at the beginning don't use hotkeys, so they think that you can't buy ships from NPC planets, just because it doesn't show up as a separate option.
Yeah, I guess it's possible. What's strange though is how fast it must have happened, I only went over to one other system, came back, and there was no colony left. Maybe the expedition started in the same system the colony was in, could that have anything to do with it?
Also, the whole affair had no impact on reputation with the hegemony, don't know if that should be the case. ("OK Gothars, you made a little mistake settling in our system, but don't worry, we will just wipe out your colony and kill all your settlers and then we will never talk about it again, allright? Don't get caught with your transmitter off, though;)")
On this note: Could some Intel (especially Colony threats) be marked as "important" automatically, like accepted missions are?
Also, could important intel be displayed somewhere during normal Gameplay and on the sector map? Ideally even with "go to System view" and "lay in course" as options, like on the sector map.
Sooo, I installed a sniffer in my own Comm Relay. I guess it isn't needed in first place, right?
Edit:
Guuyyss...This happened after battle with some bounty target, had to ALT+F4Spoiler(https://i.imgur.com/ISdxbQt.png)[close]
Alex, how does the game check who owns the system? I have accidentally decivilized Sindria in my game and when I colonized it, it said that pirates own the system, not the Sindrian Diktat (which still has Cruor and Volturn). Pirates owned the comm relay at the time of colonization. This is with console commands and messing in general, so it might not come up in normal circumstances, but it might happen in other circumstances.
Also, the whole affair had no impact on reputation with the hegemony, don't know if that should be the case. ("OK Gothars, you made a little mistake settling in our system, but don't worry, we will just wipe out your colony and kill all your settlers and then we will never talk about it again, allright? Don't get caught with your transmitter off, though;)")
Yep, a couple of changes already made to adjust this. One is of course no expeditions from commission factions. The other is changing how reputation hits work - no penalty at all for fighting the fleets, but a 10 point penalty when they arrive in-system.
So when you intercept them before then there is no rep loss at all? This would further incentive you to babysit your colonies, even if they could handle the expedition on their own.That sounds like a case where the cure is worse than the disease.
So when you intercept them before then there is no rep loss at all? This would further incentive you to babysit your colonies, even if they could handle the expedition on their own.
Hmm. I was thinking that you'd still want to use the station for support - since it'd be an extremely tough fight otherwise - and intercepting something in hyperspace could be pretty chancy anyway.You'd still get that first 5 rep back if you bribe them, right? Or is the intel in question the 'an expedition has been launched' rather than the 'an expedition is in planning'?
Let me split it into 5 points when the expedition intel is created, and 5 when it arrives in-system. Then there's some incentive to fight in hyper (which could be occasionally good), but it's also something you could pretty much counter by doing a bounty.
You would not get it back, no. The rep cost to avert is reduced by the same amount, though.That is a significant change, then. Right now, in 0.9, I can (assuming sufficient income), bribe off the expeditions and just go do my own thing; this change forces me to work to repair constantly-degrading faction relationships. Yes, it's relatively easy... to offset -one- expedition, but at least in 0.9, there's a constant stream of them.
Punitive expeditions:
Fixed issue with wrong reason being displayed sometimes
More variety in which colonies are targeted
Will no longer be sent out by the faction the player is commissioned by, if any
Will result in a 5-point reputation penalty when the expedition starts
And a 5-point penalty when it arrives in system
No reputation penalty for fighting the expedition's fleets
Reputation cost to avert reduced to 20 points
Takes roughly twice as long for factions to build up towards sending an expedition
After 2-3 expeditions are sent (total, by all factions), no expeditions will be sent for 6 to 12 months
After 2-3 expeditions are sent (total, by all factions), no expeditions will be sent for 6 to 12 monthsWhile this does help with the 'constant stream of expeditions' effect, I actually do -not- like this; it results in the backwards logic of "Oh, I'm at the expedition cap, so I might as well go ahead and toggle on free port and use all these AI cores, because nothing I do can make my situation worse."
While this does help with the 'constant stream of expeditions' effect, I actually do -not- like this; it results in the backwards logic of "Oh, I'm at the expedition cap, so I might as well go ahead and toggle on free port and use all these AI cores, because nothing I do can make my situation worse."
This doesn't apply to Hegemony inspections, just punitive expeditions. You're also not going to know what the exact timeframe is, and probably won't be sure whether this interval has been triggered or not. Plus, free port isn't something you usually want to keep toggling just due to how it works.Good to know that about the AI inspections.
Hmm. I was thinking that you'd still want to use the station for support - since it'd be an extremely tough fight otherwise - and intercepting something in hyperspace could be pretty chancy anyway.Early, sure. But by endgame, player can probably do it. As for finding them, you get a big arrow showing where they come from, and I have accidently blundered into the fleets while going out to explore or coming home for more supplies several times. So intercepting them in hyperspace is not very hard, and I would have done it more if not for the rep penalty.
So if say the quiet period is 6 months and it normally takes 6 months for 3 expeditions to play out, but free port cuts that down to 3 months (all numbers 100% made up), then that's 3 expeditions per 9 months instead of per 12, etc.I think by endgame, having all three happen at once is more useful than three spread out. Just grind all three at once, then enjoy an extended quiet time because the factions shot their wad immediately (provided player is not bothered by pirates or pathers in the meantime).
I think by endgame, having all three happen at once is more useful than three spread out. Just grind all three at once, then enjoy an extended quiet time because the factions shot their wad immediately (provided player is not bothered by pirates or pathers in the meantime).
Sure, it would be bad early, but I have learned to avoid colonies until I can deal with endgame threats. My second game gave me much less grief by waiting until I built up my fleet and money before attempting colonization.
The upcoming change to add in reputation loss, however, will probably get me to stop using colonies at all. Treadmill mechanics, where you lose ground unless you actively work against them, aren't something I enjoy. Fortunately there's enough other gameplay in this sandbox that I find wonderful and fun to engage in; the exploration aspect, especially.
Ah, I see what you mean, thank you for elaborating! I don't think that's exactly how it plays out, though - with free port, "anger" will get built up more quickly, so while the "quiet" period will not be affected, you'll get the 2-3 expeditions more quickly, which will mean a higher rate of expeditions over time.
So if say the quiet period is 6 months and it normally takes 6 months for 3 expeditions to play out, but free port cuts that down to 3 months (all numbers 100% made up), then that's 3 expeditions per 9 months instead of per 12, etc.
Ultimately what this means is there's some diminishing returns on on things that build up anger, but they should always have some effect. And since the anger-buildup is halved, the time it takes for those expeditions is longer than in the current version, so there's more impact.
The alternative to grinding rep is to let it sink and fight everyone. If your main colony's accessibility is still high enough, it might be acceptable to just be hostile with everyone that refuses to leave you alone. I wonder if Free Port will give more than enough accessibility to offset two more hostile factions (Church and Hegemony)? This would be no good in modded games that feature tons of new factions (which probably would tank accessibility too much with so many factions).
Being hostile with factions also means I do not need to bother with stealth if I want to raid.
Here's the full set of expedition changes in-dev:How fast does minor negative rep degrade?
Punitive expeditions:
Fixed issue with wrong reason being displayed sometimes
More variety in which colonies are targeted
Will no longer be sent out by the faction the player is commissioned by, if any
Will result in a 5-point reputation penalty when the expedition starts
And a 5-point penalty when it arrives in system
No reputation penalty for fighting the expedition's fleets
Reputation cost to avert reduced to 20 points
Takes roughly twice as long for factions to build up towards sending an expedition
After 2-3 expeditions are sent (total, by all factions), no expeditions will be sent for 6 to 12 months
How fast does minor negative rep degrade?it doesn't. reputation in starsector stays constant unless there is something specific that changes it. so for example, if you do a lot of bounties or exploration missions, your rep with many of the major factions will probably slowly increase over time, or at least stay fairly constant despite colony-related events decreasing it a bit every now and then. but if the minor rep penalties are the only things affecting it, it will decrease over time from repeated penalties, rather than trend towards neutral again by itself.
I mean, for instance, you now get a -10 rep with one faction, how long does it take to drop back to 0?
Will result in a 5-point reputation penalty when the expedition starts
And a 5-point penalty when it arrives in system
No reputation penalty for fighting the expedition's fleets
Reputation cost to avert reduced to 20 points
Takes roughly twice as long for factions to build up towards sending an expedition
After 2-3 expeditions are sent (total, by all factions), no expeditions will be sent for 6 to 12 months
-10 seems excessive. Maybe -5 would be more reasonable?
So if you use a synchrotron you'll be at war with Syndria within a year, and the only way to prevent it is to cause hostilities with other factions so they'll max out your expeditions first?
They ought to hail you, iirc, like Pathers do....I've never seen Pathers hail me unless I picked the 'talk to them' option? At which point, depending on rep level, I can sometimes bribe that fleet to leave me alone. Which is occasionally useful, but can really drain your cash quickly if there are a bunch of pather fleets all in one place, since paying one off doesn't help with the next.
I mean this sort of thing (see green text), not them actually opening the comm dialog.Oh. ...Yeah, I would totally not have noticed that as being anything special. Would suggest, instead, highlighting the text for "open a comm link", and maybe change it to note, there, that they're trying to hail you.
https://i.imgur.com/RCoXfkH.png
I mean this sort of thing (see green text), not them actually opening the comm dialog.Oh. ...Yeah, I would totally not have noticed that as being anything special. Would suggest, instead, highlighting the text for "open a comm link", and maybe change it to note, there, that they're trying to hail you.
https://i.imgur.com/RCoXfkH.png
Edit: Maybe a highlighted "Accept comm request" instead of "Open a comm link"?
I mean this sort of thing (see green text), not them actually opening the comm dialog.Oh. ...Yeah, I would totally not have noticed that as being anything special. Would suggest, instead, highlighting the text for "open a comm link", and maybe change it to note, there, that they're trying to hail you.
https://i.imgur.com/RCoXfkH.png
Edit: Maybe a highlighted "Accept comm request" instead of "Open a comm link"?
It should flat-out not allow you to move to combat until you've accepted/declined the comm request.
I wonder, did those pirate fleets have anything to say to you? And on a completely unrelated note, did either of you happen to fail any delivery missions some time in the past?In my case, I did not do any delivery missions at all in the game. All I did was stop in a system to complete a survey mission and on my way out I saw that 67 pirate ship fleet monstrosity headed toward me. Since my fleet was only starter Apogee and few frigates, I ran and left it behind.
+1, since it's pretty rare and basically only comes up to warn players of unusual contentNot if all Pathers try to stick my fleet up for money. That would be another annoying key press once my fleet is strong enough to crush them.
Man, we have multiple major forum users who've never noticed the hail message? The notion just feels wild to me.
On making it more visible: Writing the "open a comm link" button in a different color (like the important bar quest(s)) would be helpful while not getting in the way, but may not be colorblind-friendly. Perhaps it should automatically open the comm link, as with the suspected smuggler scans.
(Important: do not make the player have to click the button to open comm link in this case. It'll be the same as the current case if a decline button is present or the same as my proposal if there is no decline option, except with more clicks required.)
Man, we have multiple major forum users who've never noticed the hail message? The notion just feels wild to me.
Man, we have multiple major forum users who've never noticed the hail message? The notion just feels wild to me.
...
It produces 1 "Ship Hulls and Weapons" commodity more and it adds 20% to your colonies' ship quality.
weightless items, like AI cores, nanoforges, survey data and blueprints still get lost on ship destruction.They aren't actually weightless, but that's by the way. You know that the other fleet will pursue you if you read that the enemy fleet assumes aggressive stance or if you notice that "Leave" option changes to "Attempt to disengage", in which case they'll probably chase you.
not ever entire wipe, just lost "cargo" ship (due to stupid "retreat" button, that do not tell in advance will other fleet chase you or not and do not allow to review decision)
I tried adding Converted Hangar on Colossus 3 for more fighter bays since it was not banned. The OP cost for fighters increased for all bays from both Converted Cargo Bay and Converted Hangar.
Regarding Sensor Profile: As I understand the sensor/detection mechanics as described by the tool-tip along with the effects of nebulae and certain Hull-Mods, high Sensor Profile is bad, correct?
If so, why does the ship stat screen label a positive Sensor Profile change in green, denoting a benefit, and a negative change in red, meaning a handicap? Don't I want a lower Profile?
This might be a dumb question, but is the colony/market screen the only place where you can see sector-wide commodity price information?
SpoilerDon't know if these things were already reported (sorry), but here are some things I noticed:
- Battlesize is set to 200 by default, and not 300 like the patch note said
- Your own colonies' open market reset each time you visit them (so you can buy all the supplies/fuel/drugs/etc, echap, and everything will be available again in great quantities)
- Sometimes very weak fleets chase you and force you to fight since you can't auto-battle/disengage when your fleet is too big. Exemple I ran into: 1 mule and a few frigates vs 10 astrals. This is very annoying tbh.
Also, a few typos (and a sentence that doesn't make sense), screenshots in the spoilers (with red lines below the typos):
1. When fighting a fleet transporting a cargo: Should be "accessibility" and "its behavior"2. Description of the level 2 for the Sensors ability: Should be "effectiveness"Spoiler(https://i.imgur.com/UMG8zyy.png)[close]3. Description of the planet Suddene in the Westernesse star system, should probably be "Recent reforms by the King of Westernesse" or something similar, right now it doesn't make senseSpoiler(https://i.imgur.com/ZRA30b6.jpg)[close]4. Description of the domain-era sensor array, missing a verb; should be "does not appear to be transmitting"Spoiler(https://i.imgur.com/JoDhWzj.png)[close]5. Description of the Shipping Disruption colony condition, should be "levels"Spoiler(https://i.imgur.com/j2OODsK.jpg)[close]Spoiler(https://i.imgur.com/nxBEr81.jpg)[close][close]
SpoilerI had forgotten about this game for a long while, before putting a few hours into the 0.8 update, and then waiting (fairly) patiently for the 0.9 update - checking the blog every few weeks.
My first impression of starting with a new profile--not having read the 0.9 release notes--was... 'Nothing's changed?'
After forming a colony however, my thoughts were... 'This changes everything' :D
Similar to @Okaenia 's post, here are a few typos I've noticed. Sorry if they've already been fixed. Also sorry for no screenshots; they don't seem to work for me...
1. From the Technology Cache mission (I think): 'per-Collapse', when it should be 'pre-Collapse'.
2. 'Orbiting a ice giant'. Should be an ice giant.
3. Not sure if I'm making sense here, but under 'Poor light' it said 'primary', when I think you meant to say 'primary star'. Wish I had a screenshot for this! :-[
And one more thing: The first tooltip shown after opening the player's inventory informs about Ctrl+click etc. However, last on the list--a suggestion to use Alt+mouse (relating to 'altMouseMoveToMassTransfer' in settings.json)--is disabled by default upon a fresh install. Once it's changed to 'true' in settings.json, the feature works just fine.
Thank you devs for all the love and effort poured into this game over the years, and a wonderful Christmas to everyone from me :)[close]
This might be a dumb question, but is the colony/market screen the only place where you can see sector-wide commodity price information?
As far as i know, yeah.
As far as i know, yeah.
press f1 on item when inside telecom array range, then navigate around.
So i just realised how vague the Resistant Flux Conduits can be if you're reading it as a new player. "Decreases the amount of damage dealt by EMP weapons (ion cannons etc) by 50%. Also increases the ship's flux dissipation rate while venting by 25%". It can be highly interpreted as it decreasing /your/ outgoing EMP damage by 50%, instead of "Reduces EMP damage taken by 50%", akin to how it's written in the Solar Shielding description.
Alex, 0.9a is absolutely brilliant! This is really shaping up to the game I hoped it could be. After all the disappointments in the space genre, Starsector is a shining beacon.
I do have a question about exploration, though. What happens when all planets have been surveyed, and all probes/caches have been found? Does that spell the end of the exploration in the game? Or does the game spawn some points of interest to keep those types of missions going?
Happy holidays!
Fighters seem to lack a hard, asymetric counter.How about player piloted Afflictor? Can delete enemy carriers fresh off their entry Burn, before main fleets even meet.
So there should be a way to control the deployment point limitThere is. Default is 300 and can be increased to 500 via options. You can set more in config files too.
Fighters
--------
Fighters seem to lack a hard, asymetric counter. The best way to counter a force which relies on fighters is to have enough carriers with intercepters in your own fleet. Not something you can refit easily! I tried creating a pure anti-fighter destroyer and cruiser, but they were barely able to hold their ground, even with lots of double flak cannons.
Big Battles
-----------
Whenever I got to the deployment point limit, I felt screwed over.
When I defended my station, I was able to add maybe 30 points to the station, but when I attacked a Luddic Church base, they were fielding an entire army in addition to their station.
Not to mention that in such large battles with station, my FPS drops and it feels like a lot of inputs get dropped as well. Makes for a very frustrating experience when you can't tell why your ship won't move backwards - unless you switch on the AI and let it handle your flagship.
So there should be a way to control the deployment point limit, a preview of what you're getting into, and a chance to back out.
This probably isn't 0.9 feedback, since before I never ran such large fleets, but not being able to back out because my fleet is too large was quiet the shock. In a game that's supposed to be played on Iron Man, I hope the fleeing mechanics get a full overhaul.
Best addition ever, but on the other hand, having to defend them is a big pain. Being able to bribe them off is a good idea, but not always an option. And having to sit around your colony for 30 days and hold shift is very boring.
Having the option to leave part of your fleet to defend your orbital station would be good, as would the option to limit outside trading with other stations so this problem doesn't arise in the first place.
Other factions should have to wait until you establish Commerce to trade with a planet.
Often, I don't want a whole colony, just a hidey hole to store all the gear I have amassed without paying the 1% monthly fee.
WHERE IS 0.9.1 OTL
And I found that most of intel things are hard coded, do they mean reports.csv is totally useless now?
And that's a disaster for translation, whether vanilla or mod...
Yeah, reports.csv is no longer used. It's just really awkward to put together dynamic text while pulling strings from there, so it's all in code. I thought the translation effort had some automated way of pulling strings from class files, though?It's okay when we do vanilla translation, but for mod? Most of our translators doesn't know "code" well and they don't have ability to understand how that works. So I have a headache.
Looks like "Random Battle" mission doesn't roll Shrike at all.
rather than a way of temporarily removing skills, i'd like to see a simulator that's accessed directly from the main menu, with access to all ships, weapons and hullmods, and the ability to use a specific skillset of any level. yes, missions do work for that (minus the skills) but you need to click through them until you find the ship you want to test, which can get rather tedious, especially with mods installed -- and some ships just aren't part of any missions at all.
Question: Does the condition "Recent Unrest" disappear after it is acquired? I have seen that even after the penalty decays to -0.
I remember Alex saying that custom production should remember the credits you don't use every month so the player isn't compelled to max his production budget every month, but while playing it seems that unspent production is wasted.
This is the same issue as with ?? showing up in the mission text, yes? If so, I believe this should be fixed by .1; this is a bug with how text files are read in.Also, in my picture, Cruiser(Destoryer,Frigate) seems couldn't be found in jar. Deathfly said they use Misc.ucFirst() so we couldn't find them except CAPITAL_SHIP.
Also, in my picture, Cruiser(Destoryer,Frigate) seems couldn't be found in jar. Deathfly said they use Misc.ucFirst() so we couldn't find them except CAPITAL_SHIP.
There seems to be many Misc.ucFirst() that our transaltion couldn't get access to.
How big is the upcoming effect where in-faction supply reduces industry upkeep costs? I was about to post a complaint about how terrible Light Industry is (the one on Chicomoztoc has an export revenue of less than half the base upkeep cost before hazard mult at the start of an unmodded game), but reducing the Population upkeep sufficiently could actually make it net profitable with a decently large player faction.
As far as i know, yeah.
Kinda annoying. Knowing which of the nearest inhabited systems offers the cheapest prices is pretty important, especially when resupplying a large fleet.press f1 on item when inside telecom array range, then navigate around.
The top 5 places to buy/sell isn't always very useful information, since it doesn't take fuel and supply expenditure into account.
As much as I've been gushing about this game to anyone who'd listen in the past years, I want to point out some problems today. Just my two cents here after maybe twenty hours in 0.9
Fighters
--------
Fighters seem to lack a hard, asymetric counter. The best way to counter a force which relies on fighters is to have enough carriers with intercepters in your own fleet. Not something you can refit easily! I tried creating a pure anti-fighter destroyer and cruiser, but they were barely able to hold their ground, even with lots of double flak cannons.
Big Battles
-----------
Whenever I got to the deployment point limit, I felt screwed over.
When I defended my station, I was able to add maybe 30 points to the station, but when I attacked a Luddic Church base, they were fielding an entire army in addition to their station.
Not to mention that in such large battles with station, my FPS drops and it feels like a lot of inputs get dropped as well. Makes for a very frustrating experience when you can't tell why your ship won't move backwards - unless you switch on the AI and let it handle your flagship.
So there should be a way to control the deployment point limit, a preview of what you're getting into, and a chance to back out.
This probably isn't 0.9 feedback, since before I never ran such large fleets, but not being able to back out because my fleet is too large was quiet the shock. In a game that's supposed to be played on Iron Man, I hope the fleeing mechanics get a full overhaul.
Colonies
--------
Best addition ever, but on the other hand, having to defend them is a big pain. Being able to bribe them off is a good idea, but not always an option. And having to sit around your colony for 30 days and hold shift is very boring.
Having the option to leave part of your fleet to defend your orbital station would be good, as would the option to limit outside trading with other stations so this problem doesn't arise in the first place.
Other factions should have to wait until you establish Commerce to trade with a planet.
Often, I don't want a whole colony, just a hidey hole to store all the gear I have amassed without paying the 1% monthly fee.
Conclusion
----------
Star Sector is still the best space game I've played, and I've tried a lot. But a lack of something to do in smaller fights and the problems with big fights mentioned above has me waiting for 0.10 for now.
cant you just press F1 when your hovering over the commodity? Be in range of a com sat and it should pull up prices.
cant you just press F1 when your hovering over the commodity? Be in range of a com sat and it should pull up prices.
That only shows the 5 best places to buy and sell that particular commodity, it doesn't tell anything about the prices in other markets. Maybe the market that has the sixth cheapest fuel prices is right next to you and restocking there would be cheaper, since you don't need to waste fuel and supplies travelling 15 light years to one of the cheaper places. As it is you have no way of knowing that, unless you drop by a market and check the global prices there.
Will there be any changes to permanent debuffs like Decivilized?
But Decivilized is a mostly positive effect. Gives you a growth bonus. Why would you want it gone?It has a pretty hefty Stability reduction. And, also roleplay reasons. Not everything is min-maxing in this world.
But Decivilized is a mostly positive effect. Gives you a growth bonus. Why would you want it gone?
LE: In settings i see Battle Size set to 500, though i'm certain i didn't touch it. O.o And SS does a full delete/reinstall of core files each install afaik, so that has to have been changed manually post 0.9a RC10? Blargh.
LE2: Fresh installed on another computer, the Battle size is set to 200. Did a few saves/loades/battles, and it stuck to 200. (also is music supposed to start out as 0% and sound to 100? pushing 'defaults' set them both to 100 and battlesize back to 200, weird but notable).
Oh wow, i haven't really managed to get in the top endgame, barely engaging my first large (ish) proper fleets, but my game dropped from 60 (63) FPS to 22 at the lowest in a relatively non-extreme battle, vanilla (past chatter and rotary). https://youtu.be/6YcEv1B3I6Y?t=2863 I7 2700k, nothing battering my computer in the background (minus the constant stream) or anything like that. I've had some slumps here and there, but 22 FPS?
The settings are in the registry, so they carry over from install to install, generally, unless the new version specifically says they don't.
I would say avoid large fighter-count battles, but that's nearly impossible with larger fleets.
What was the rationale behind making battlefield sides less pushy? I remember that before it was much more aggressive about keeping ships in the playing field.
{
"originemMission":{
"name":"????"(Chinese character),
"color":[150,50,255,255],
"width":119,
"putFirst":true,
"sort":45,
},
}
@Override
public Set<String> getIntelTags(SectorMapAPI map) {
Set<String> tags = super.getIntelTags(map);
tags.add("originemMission");
tags.add("immortallight");
return tags;
}
seems tag_data.json doesn't work ???Code{
"originemMission":{
"name":"????"(Chinese character),
"color":[150,50,255,255],
"width":119,
"putFirst":true,
"sort":45,
},
}Code@Override
public Set<String> getIntelTags(SectorMapAPI map) {
Set<String> tags = super.getIntelTags(map);
tags.add("originemMission");
tags.add("immortallight");
return tags;
}