Fractal Softworks Forum

Starsector => Announcements => Topic started by: Alex on June 01, 2018, 10:52:13 AM

Title: Starsector 0.9a (Released) Patch Notes
Post by: Alex on June 01, 2018, 10:52:13 AM
Blog post/download links here (http://fractalsoftworks.com/2018/11/16/starsector-0-9a-release/).

Changes as of November 20, 2018 (RC10)

Campaign:

Modding:

Bugfixing:



Changes as of November 16, 2018

Campaign

Combat


Fighters

Weapons


Ships


Hullmods


Ship AI

Modding


Bugfixing:



Changes as of October 20, 2018

Campaign

Terrain

Ships


Weapons

Fighters

Hullmods


Combat


Ship AI


Miscellaneous

Sound

Modding

Bugfixing



Changes as of June 01, 2018

Campaign

Miscellaneous

Orbital Stations

Combat

Ship AI

Modding

Bugfixing:

[/list]
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on June 01, 2018, 10:53:18 AM
(I'm sure there's a bunch of smaller stuff that's missing from the notes, but these should hit all the high points to date. Er, unless I forgot about something.)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: MShadowy on June 01, 2018, 11:40:40 AM
Oh, yes. Good. I'll give these a closer look in a bit; heading out right now.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: arcibalde on June 01, 2018, 11:57:33 AM
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)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on June 01, 2018, 11:59:32 AM
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.)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Volken on June 01, 2018, 12:06:36 PM
HNNG, Only Alex can make text so sexy
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Aratoop on June 01, 2018, 12:21:44 PM
Yaaay! I've been following this game for like 8 years now and have always dreamt of having colonies and stuff! So excited!!!!   :D
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Wyvern on June 01, 2018, 12:52:31 PM
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!
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: arcibalde on June 01, 2018, 01:01:25 PM
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
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on June 01, 2018, 01:02:58 PM
Thank you guys :)

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!

Hah, was wondering if someone would pick that out!


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

We'll see :)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: SafariJohn on June 01, 2018, 01:12:59 PM
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

The first 0.7a patch notes were released seven months before 0.7a released.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: PixiCode on June 01, 2018, 01:14:29 PM
Forget the Centurion, what's this about? 0.0

Quote
Renamed "Guardian PD System" to "Paladin PD System" (reasons REDACTED)

Either way, my own excitement is minimal as I know this patch will likely take upwards of a year or more. Even so, I really appreciate all of the hard work in this game!
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: arcibalde on June 01, 2018, 01:33:00 PM
The first 0.7a patch notes were released seven months before 0.7a released.

Gut feeling is gut feeling there is no reasoning with it  :D
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: CrashToDesktop on June 01, 2018, 01:44:50 PM
Mmmm, interesting notes.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Inventor Raccoon on June 01, 2018, 01:56:48 PM
I'm pumped for this update. Looks fantastic.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Eji1700 on June 01, 2018, 02:04:39 PM
I might have missed some of this, but:

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?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Az the Squishy on June 01, 2018, 02:17:47 PM
HAHAHHA, THIS IS GOING TO BE THE BEST GRADUATION AND END OF MY SCHOOL YEAR!!! HAHAHAHAHAAAAAAAAAAAAAAAAAAAAA!!!


After college I am HAPPILY going to be working on metelson's again for this update- and another TC mod of sorts -and I am so uristing, elf-bashing, cat-murderingly happy!
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on June 01, 2018, 03:07:30 PM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: basildazz on June 01, 2018, 03:42:11 PM
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...
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: nathanebht on June 01, 2018, 04:09:46 PM
Cautious excitement!?!  :D Been checking the website for updates every other day recently.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on June 01, 2018, 04:12:04 PM
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...

It's the in-dev patch notes, not quite an actual release yet! I wonder how I can make this more clear; seems like there's a bit of confusion about it every time.


Cautious excitement!?!  :D Been checking the website for updates every other day recently.

:)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: basildazz on June 01, 2018, 04:22:38 PM
"It's the in-dev patch notes, not quite an actual release yet! I wonder how I can make this more clear; seems like there's a bit of confusion about it every time."

Bastard
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: nathanebht on June 01, 2018, 04:28:20 PM
Yumm, those release notes have a lot of tasty items listed.

Not sure why I enjoy 2D top down, space games so much but I definitely do.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: jn_xyp on June 01, 2018, 04:35:53 PM
Look what I found! Another amazing game by Alex :D :D :D
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Cycerin on June 01, 2018, 04:39:07 PM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: CrashToDesktop on June 01, 2018, 04:40:37 PM
This is fairly inane (but I'd just like to know), for this little section.  The wording is a bit weird.

Does that mean you're not allowed to use the specific officer that you found that put you over the limit?  Or does it just limit you to picking using only X number at the same time (meaning you can swap out an officer or administrator that you just found despite being over the limit).  Not being able to use that Level 15 Officer I just plucked out of a sleeper pod because it put me over the limit feels odd.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Nanao-kun on June 01, 2018, 04:47:20 PM
I love Starsector. And I love all this new content. Can't wait.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on June 01, 2018, 04:52:13 PM
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.

I'm a fan of those too, it's really nice to just go back to the basics sometimes and put a new ship into the game.

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).

I love Starsector. And I love all this new content. Can't wait.

Thank you! And thank you to everyone else for their positive comments :)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Midnight Kitsune on June 01, 2018, 04:55:04 PM
My F5 button thanks you for these notes
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Wyvern on June 01, 2018, 05:15:47 PM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Midnight Kitsune on June 01, 2018, 06:04:35 PM
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?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on June 01, 2018, 06:07:20 PM
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.

(Yeah, how to make it not exploitable while also not making it cumbersome was unclear.)


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?

No storage for officers, no. Not necessarily opposed to the idea but it'd require an entirely custom UI.

As far as the fee: nope, no fee for abandoned or owned markets.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: PCCL on June 01, 2018, 06:23:39 PM
Quote
Lava planets will no longer show up as part of the combat background (too bright)

By this do you mean volcanic planets?

Is this really necessary? They're not brighter than stars, are they? Stars do show up in combat backgrounds, don't they?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on June 01, 2018, 06:26:04 PM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: CrashToDesktop on June 01, 2018, 06:38:30 PM
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).
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.

If there are no plans - well, the system works I suppose.

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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Goumindong on June 01, 2018, 06:58:52 PM
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 possible
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on June 01, 2018, 07:16:41 PM
You could always try no officers and then using the avoid command on as many ships as possible
Burns 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.

Back during 0.7.x, I used Avoid primarily to mark ships and see them beyond fog-of-war.  I did not have enough points for every enemy, and they were on priority targets.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on June 01, 2018, 08:10:10 PM
Is this really necessary? They're not brighter than stars, are they? Stars do show up in combat backgrounds, don't they?

Stars don't show up in combat in the campaign, no, for the same reasons. IIRC there's a mission where there's a star in the background, but it's read (and therefore dimmer) and small.


Hm, are there any plans whatsoever where Officers and / or Administrators can die?

Wasn't really planning on doing that, no. It's one of those things that's always possible if it becomes a solution to a mechanical problem, but as you talk about, given the current state of affairs, it would cause problems instead.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Thaago on June 01, 2018, 08:29:27 PM
All this looks amazing. I am incredibly hyped for colonies!

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!
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on June 01, 2018, 08:40:37 PM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Cyan Leader on June 01, 2018, 08:57:01 PM
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?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on June 01, 2018, 09:02:39 PM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Thaago on June 01, 2018, 09:10:27 PM
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?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on June 01, 2018, 09:27:56 PM
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?

Hmm, maybe we're talking about different things then. I'm not sure I'm familiar with the one you're talking about.

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?

It should go up; the autofitter will generate different loadouts given the same ship quality and blueprint availability. E.G. the Hegemony has access to the Gauss Cannon, but that doesn't nearly mean that every large ballistic slot is going to get that. It ought to be enough that it's a signature weapon, but still probably considerably less than half in terms of slots.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Eji1700 on June 01, 2018, 10:09:44 PM
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.

Oh of course but i know dev time is a real thing.  The blog posts had mostly been about econ and stations so I wasn't sure how much, if any, of the faction murdering aspect was going to make it into the game.  I'm glad to hear we'll see at least the start of it and maybe more.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Originem on June 01, 2018, 11:22:49 PM
Wow, impressive...Seems a big work for my translate group though.
Still want a beam spawner and a custom missile contrail spawner.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Cyan Leader on June 02, 2018, 05:05:00 AM
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.

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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: SCC on June 02, 2018, 08:39:35 AM
Nice to see some progress.
I never really noticed it when I was playing, mostly because there wasn't a point in noticing it, but how probable is it to have multiple viable colonies on one star system? It'd be nice to have that, it makes a given star system have more personality simply because it's not just a star system with X colony. 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.
It's quite foolish to suppose Centurion's buff would go unnoticed, despite it being low in the hierarchy it's still a recognisable frigate and some people still like it and still wait for it to stop being so bad. It's kinda funny how ship designs go back and forth between epochs (or however they were called, I forgot by now), with Centurion being kind of baby Enforcer, with the latter's style not being developed until Legion and Onslaught, though the Onslaught's is mixed with Dominator's, which is more like an upgunned Hammerhead, which itself is a bigger Brawler... At least in weapon layout. Well, I also see that Colossus mk 3 received a small buff too. You haven't mentioned it anywhere, but more Suspiciously Redacted Content is coming too?
I wonder if waystations need to be defended or if they're left alone for mutual benefit. And I wonder my suggestion for pirate frankenstations is going anywhere.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Jonlissla on June 02, 2018, 08:44:44 AM
The hype is real.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Shoat on June 02, 2018, 10:50:01 AM
One step closer to the original "mount&blade in space" that this game was introduced to me as (by the late TB), really nice!

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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on June 02, 2018, 10:54:47 AM
Wow, impressive...Seems a big work for my translate group though.
Still want a beam spawner and a custom missile contrail spawner.

Yeah, translation is a huge effort in any case, and moreso for this release, I'd imagine.

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.

There's a few things there I still want to look at. In particular, how much salvage you get when without the skill. As far as surveying, it might be in an ok place, now that it has a permanent benefit in making more worlds available. But, given that I'd like to have a more thorough look at skills anyway, I don't want to spend too much time fine-tuning them at this point.


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.

Depends on where the patrols go; currently it's anything friendly in-system, with varying probabilities, and a chance of an occasional in-hyper patrol near the system.

You haven't mentioned it anywhere, but more Suspiciously Redacted Content is coming too?

Wouldn't be redacted if I kept talking about it, would it? :)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on June 02, 2018, 10:56:00 AM
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.

Yeah, I'm really hopeful that the set of changes here will give the factions more distinct personalities. E.G. a Luddic Church Dominator and a Hegemony one would be two quite different beasts.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Cyan Leader on June 02, 2018, 11:58:27 AM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on June 02, 2018, 12:06:56 PM
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.

Not tags specifically but there's a column for this and the way the autofitting system is set up handles this. So, yeah, a faction with faction-specific weapons could be easily set up to only use those. That was one of the explicit design goals of the system.

Moreover, was the Codex changed at all changed on the UI overalls? That would be a good place to utilize faction tags.

While I'd like to get to it eventually, it's very much a nice-to-have, so: not at this point.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Kyuss11 on June 02, 2018, 12:07:04 PM
Will there be use for the Marines?
Will the colonies have needs and requirements to function and keep happy?
Marines could be used for uprising or disorder from smuggled drugs and or guns on the streets.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Shoat on June 02, 2018, 12:23:01 PM
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.

Considering that they'll assemble their loadouts from what they have available ("AI ship loadouts are dynamically generated, based on what's available"), and that the equipment they have available is different for each faction ("Factions have been adjusted so that their available blueprints and doctrine make each more distinct"), there should be no need for specific faction tags on equipment - in fact I think this has a lot more potential for feeling more immersive and more natural (pirates upgrading from scrapped parts to better ones if they acquire industry, or a tri-tach settlement that is doing poorly financially suddenly having to use lower-tech stuff because it's cheaper) than a fixed list of tagged equipment for each faction.


If this works the way it sounds like it works*, then all faction fleets will use almost exclusively "their" equipment at the start of a campaign (because that's the blueprints they have from the start) and will, depending on how the campaign evolves, occasionally use other equipment a bit more as time goes on.
*this is assuming that "what's available" for a faction to make loadouts from will either grow over time as they acquire blueprints somehow, or will occasionally include salvaged enemy equipment and/or equipment that someone sold to their open market.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: FooF on June 02, 2018, 03:39:48 PM
Looks great and there are a ton of features “under the hood” that are going to make the play experience totally different than current.

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?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on June 02, 2018, 10:00:13 PM
Will there be use for the Marines?

Probably. They'd be involved in some of the features that I'm not 100% sure will make it into 0.9 but it seems... let's say, fairly likely.

Will the colonies have needs and requirements to function and keep happy?

Yep! Basically, you need to fill various demand to keep up stability and keep your industries producing. This could take the form of building another colony to produce stuff that fills demand (i.e. a farming world or whatever) or bringing stockpiles of these commodities yourself, that that's more of a stopgap.


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...

Absolutely. Industries can also be learned via blueprint, though in vanilla the vast majority of them are known by default. In addition, you can install various items into an industry; AI cores are "standard" and can be installed into any industry, but some industries (such as Heavy Industry) can have other items that boost their effectiveness. What those are is entirely moddable as well.


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?

You know, I honestly can't answer that at this point. While things are coming together, it's not yet at a point where this level of playtesting is possible.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Sutopia on June 03, 2018, 02:31:24 AM
Quote
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.
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: SCC on June 03, 2018, 05:13:47 AM
My best guess is that this will be excessively used by Luddic Church fleets or only available from Luddic markets.
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.
I'm pretty sure there will be other thing called Guardian now, which caused the PD system name change. Remember Alex's tweets?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Sutopia on June 03, 2018, 10:03:14 AM
My best guess is that this will be excessively used by Luddic Church fleets or only available from Luddic markets.
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.
I'm pretty sure there will be other thing called Guardian now, which caused the PD system name change. Remember Alex's tweets?
Hm, sorry, I can't really recall anything related.
About when was that tweet?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: SCC on June 03, 2018, 11:41:45 AM
Your formatting is messed up, yo.
Check out this thread: http://fractalsoftworks.com/forum/index.php?topic=13249.0
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: c0nr4d1c4l on June 03, 2018, 12:49:46 PM
Oh mah gawd....COLONIES!
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: mendonca on June 03, 2018, 01:36:25 PM
Great, thanks Alex!

I'll need a few goes at that to take it all in.

Poor Mudskipper MkII.

Insult to injury.

 :D
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Sutopia on June 03, 2018, 10:01:55 PM
Your formatting is messed up, yo.
Check out this thread: http://fractalsoftworks.com/forum/index.php?topic=13249.0
I'm not seeing anything specifically "new" tbh.
I mean, I do see a "Paladin PD" up there, but I'm not seeing any "Guardian" candidate.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: SafariJohn on June 04, 2018, 09:01:53 AM
Poor Mudskipper MkII.

Insult to injury.

 :D

Oh man, I didn't catch that! That's hilarious!
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: goduranus on June 04, 2018, 10:45:36 AM
Nooooooooooooooooooooo, my favorite ship the Afflictor was nerfed :'( :'( :'(
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Dri on June 04, 2018, 11:51:00 AM
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?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on June 04, 2018, 12:06:23 PM
Poor Mudskipper MkII.

Insult to injury.

 :D

Hah, yes, that's exactly right.


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?

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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on June 04, 2018, 12:13:02 PM
Nooooooooooooooooooooo, my favorite ship the Afflictor was nerfed
Maybe 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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Eji1700 on June 04, 2018, 12:30:09 PM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on June 04, 2018, 12:43:50 PM
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.

Did I mistype? If I did, I meant to say Luddic Church, not path.

As far as the Hegemony and the Diktat, there are some differences, but they're supposed to be fairly similar, what with the Diktat being directly derived from a Hegemony task force going rogue.

The main difference now is that the Hegemony has higher-quality officers, while the Diktat has more and higher quality ships (putting that fuel money to use). In practice, Hegemony ships still have good quality because of their manufacturing. The Diktat also doesn't use carriers much, while the Hegemony uses them a bit, which also means that it may end up with a Legion in one of its fleets, where the Diktat wouldn't. There are also significant differences in what hulls and weapons are available, especially on the capital side of the spectrum.

Just for fun, a comparison of a couple of randomly generated patrols:

https://imgur.com/a/SVfXmyo

Note that the Hegemony one has a high quality due to nanoforges, so actually has less d-mods despite having lower doctrine quality. The Diktat may get a nanoforge on Sindria as well; haven't gotten all that sorted yet.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: TaLaR on June 04, 2018, 01:06:51 PM
Nooooooooooooooooooooo, my favorite ship the Afflictor was nerfed
Maybe 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.

It's not a fatal nerf for Afflictor Reaper usage either. Afflictor can bypass omni-shields with Reapers vs Cruiser or Capital sized targets without QD, though it's obviously harder to pull off (shoot corner of enemy ship ahead of shield rotation). But in exchange you get a chance to inflict 150% damage.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: FooF on June 04, 2018, 01:19:41 PM
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.

For the most part, I agree, though I'd argue there's a pretty big need for an additional Small Energy weapon that deals hard flux. (http://fractalsoftworks.com/forum/index.php?topic=12540.0) Right now, IR Pulse is the only "real" one.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: SCC on June 04, 2018, 02:04:32 PM
On topic of those sliders (because that's what they really are), what do they scale from? Individual shipyards/planets, faction size, wealth?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on June 04, 2018, 02:58:14 PM
It's a per-faction "doctrine", so it's simply set for each faction. For things like ship quality and fleet size, the doctrine is not the only thing that affects them. For example, for ship quality, some of the things that factor in are stability, industry types, special items, whether it's a cross-faction import, and possibly a thing or two I'm forgetting. The result is that it's possible to have relative clunkers with ship quality 5 and near-top-of-the-line ships with quality 1.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Thaago on June 04, 2018, 04:00:58 PM
So if we want high quality, we could start with 5, then gradually lower that as other factors in our colonies improve? Cause that sounds awesome.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on June 04, 2018, 04:17:26 PM
Yep!
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: diegoweiller on June 05, 2018, 12:45:31 AM
 :o

seems great :v
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: LeoMaximus on June 05, 2018, 02:23:27 AM
Let us leave our legacy in the stars. Now we shall be founders of new space nations, let us engage in the struggle of the space opera. Fighting over systems and stars in the vastness of space, filled with the symphony of war with dazzling weapons lighting up the cosmos. The scarred hulls of ships drift endlessly as a reminder of time.   
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Shoat on June 05, 2018, 04:30:02 AM
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?

From what I gather these features in 0.9a will just model each faction as one single entity. But I'd hope that at some point each faction has an internal power structure of NPC governors (or admirals, or pirate lords, etc.) each controlling some piece of the whole faction, which would include the possibility of joining an established faction and working one's way up and also when one creates their own custom player faction, recruiting and managing NPCs to rule part of one's own empire.

Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: DatonKallandor on June 05, 2018, 06:54:23 AM

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).
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on June 05, 2018, 09:51:01 AM
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?

It's possible; we've talked about it internally. Might be a good fit for a reward from having a commission and high reputation, or some such. But I wouldn't say that it's anything "planned" - more something that might happen if it happens to fit in well with some other things around it.

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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Cyan Leader on June 05, 2018, 10:15:44 AM
Have you thought about how to explain this to new players outside of the tip screen in the menu? Since there is no menu option like in dialogues it will require players to be quite experimental, which isn't something good IMO since those that need this the most might not know about it.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on June 05, 2018, 10:18:01 AM
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 :)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: PapaPetro on June 05, 2018, 11:20:16 AM
Bigtime hyped dude.

Been sooooo looking forward to this.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Chronosfear on June 05, 2018, 11:45:32 AM
I´m hyped! again! ( as with every major patch note and/or dev blog )
Can't wait to build my own destiny and help to build a better hegemony  ::)

But you need to/consider another option:
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.

Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Dark.Revenant on June 05, 2018, 12:11:23 PM
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 :)

The way I see it, it's not so much a primary game mechanic but a mechanic I like to call "I'm screwed and I need something to bail me out quickly".  Basically, an option to prevent Game Over, even if it's costly.  Like a Megalixir in Final Fantasy or $0.50 at an arcade.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: PCCL on June 05, 2018, 03:00:59 PM
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.


Don't mean to tell you how to design your game, but thought I'd voice my opinion on this.

I respectfully disagree that combat should be the focus (or, at least, the overwhelming focus the way that quote presents it as) of the game. 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". The front page of fractal softworks seems to reflect that at least to some extent:

Quote
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.



I would also argue that, even if the game is meant to funnel the player into combat, it does not follow that "a high degree of unprofitable and bad-for-self-preservation behavior is essentially a design requirement".

Combat, in my opinion, is at its most exciting when the outcome is in doubt. Frequently, I see my fleet of something like 2 destroyers and 2 frigates being attacked by 3 (D) frigates. Without the ability to auto-resolve, this does begin to grate. Even if the game is meant to funnel players into combat, I argue there should be a distinction between "fun, exciting combat" and mop-up chore. There are two arguments against this that I can think of, I will try to represent them the best I can and address them below:

The first argument is that the CR consumption more or less deals with that. I argue it does not. I regularly play on 2x - 3x supply cost and, in mid/late game (3-4 cruisers and assorted support vessels) supplies cease to become an issue.


The second argument is that it's difficult to distinguish between fun, exciting battles and chore ones. This is a little more nuanced and I'll wall-of-text my response below:

I understand this point, I am a fairly adept player at this game (it's been what, 6 years since I bought it now?) and a painfully easy fight to me may not be so for other players. This, I suppose, stems from the fact that the game doesn't really have a difficulty setting (other than the easy mode, which I don't think is discussed very much and I can't comment on because I don't use).

I propose maybe a more involved difficulty setting can help with this whereby in higher difficulties, enemy fleets take you more seriously and won't engage unless they have at least even strength (or in really high settings, when they outnumber you significantly).

In the alternative, I propose an internal "player threat" tracker - a variable that more or less represents how skilled of a commander the player is reputed to be. AI fleets would (subject to some variability) only engage when their fleet strength is roughly equal or greater than the variable times the player's fleet strength, where fleet strength is estimated from ship size, quality, weapon quality, damage, and officers. So for example, the variable may start out at 0.8 (player has a reputation as a noob) and pirates may try to take on a player fleet of 2DD 2FF with 2DD 1FF with 1 d-mod. When the player beats that, the game will calculate the damage he took and readjust based on it. If the player lost 1FF, for example, the variable will remain the same; if he lost 1FF and had heavy damage to 1DD, the variable may decrease to 0.75; if he wiped the floor with the fleet and barely took damage, the variable may increase to say 1 and the next time enemies may be more cautious in engaging them.

Bigger fights would be weighed more than smaller fights, to prevent players from losing threat by feeding small fleets and then go marauding with a large one.

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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on June 05, 2018, 03:29:25 PM
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.

Hmm, this seems like a nice-to-have, really. Not particularly opposed to it! But definitely don't see making time for something like this for 0.9. Likely to be the sort of thing that'd only make it in if it helped solve another issue.



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".

I think we're roughly on the same page here; these are all things that give context to the combat, give it stakes, and make it more fun. And that's how I try to look at them in terms of design, generally - how they contribute to the context of combat. The contribution doesn't have to be direct, but it needs to be there or a feature is at best ancillary to the core of the game.

That's all I really mean by "combat focused" and "funneling". It definitely doesn't mean "fight everything in sight all the time". Basically, my general approach is that stuff in the campaign should make the combat more fun, either directly or indirectly. Which is a pretty general statement, but it helps when thinking through campaign features and deciding which way to go about things. It doesn't mean that *nothing* non-combat-related makes it through, either. It's just a high-level approach to overall design.


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.



...
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.

Hmm - this sort of thing sounds appealing at first, but I think would lead to weirdness and frustration from the player's point of view. There are many times where you'd like to fight a fleet, such as a bounty, and if the punishment for doing well was that these started running away from you... It's also tough to accurately estimate, since it could vary wildly with the player fleet's makeup, size, and currently chosen flagship. It's just too complicated to reduce to a single number effectively, and the benefit of being successful at it still seems questionable.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: SafariJohn on June 05, 2018, 04:27:30 PM
Pirates demanding money seems like a decent stick to beat people away from the core worlds at low levels. It would also make the core worlds a lot safer for new players.

Offhand, I feel like player piracy would be self correcting to a degree, since you would lose rep with most factions and not get much money to boot. I don't think it should affect your pirate rep, either, so you'll lose more rep smuggling or whatever if you want access to the pirate military markets.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: lapersonaoval on June 05, 2018, 06:57:00 PM
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
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Techhead on June 05, 2018, 08:37:42 PM
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.

As a counter-counterpoint, the core gameplay loop is combat, but not every combat fits into that scenario. Getting curb-stomped by a band of out-of-your-league pirates isn't exactly fun, so offering a "let's skip to the part where you take all my stuff" option lets players move on with their game without dealing with a fleetwipe.

(And likewise with "chore" combats that PCCL mentioned like raiding civilian trade fleets.)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on June 05, 2018, 09:13:34 PM
Sure! I specifically made sure to not say this is a bad idea :) Just speaking to the general point that 'more "reasonable" behavior' doesn't necessarily mean 'good'. I'm not saying *all* of it is bad. I'm just saying it's not a universal, unquestioned good, which I think may have been the thrust of the post I was responding to, and it imo was worth discussing in case it was.


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

Haha, thank you!
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: DatonKallandor on June 05, 2018, 11:06:08 PM
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.

As for the reverse case, I'm not sure giving players to the option to opt-out of combat with pirates at a (scaling probably?) credits cost is a bad idea. The core of the game is still combat - and avoiding it by paying pirates avoids both the fun and the profit of combat. I doubt people would just stop fighing pirates categorically given those costs.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: PCCL on June 05, 2018, 11:57:56 PM
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...
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on June 06, 2018, 05:46:44 AM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: DatonKallandor on June 06, 2018, 07:08:21 AM
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...

Sure the first time it happens they might even drop cargo (balance of forces should absolutely be a factor in addition to reputation when it comes to "will they pay"). The moment that pirate doesn't let the cargo-droppers live though he'll get a reputation and the only thing he can expect from that point on is fights to the death instead of free money, no matter how big his ship is.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Thaago on June 06, 2018, 07:11:40 AM
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.

Your Admiral would make a good antagonist in a super hero movie. The name Megas fits right in too.

...

You're actually a super villain aren't you?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on June 06, 2018, 07:40:50 AM
@ Thaago:  When I think of Megas, I tend to think of MegasXLR, the mecha with a muscle car for its head, piloted by a heroic but sloppy fat hero.

I am tempted to name my super-villain wannabe character Dio.  Strange highways indeed.  That is, if I do not use Hegemony's space marine, in which case, his name is Doom.

I am not a super-villain in real-life.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: TheDTYP on June 06, 2018, 10:01:01 AM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Techhead on June 06, 2018, 11:50:14 AM
Quote
  • 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

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?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on June 06, 2018, 12:30:59 PM
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.

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?

They're not more likely, no. It's about as simple as I could make it at this point; just needed to re-do it using the intel system, and it was a good opportunity to fix the issues and simplify at the same time. Will see where it needs to go later!
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Maxzhao on June 06, 2018, 03:11:50 PM
So so excited for the update! The new player controlled station idea is awesome! 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?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: shoi on June 06, 2018, 09:50:20 PM
Quote
Ships gradually get more aggressive when their peak time and CR tick down

THANK YOUUUU
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on June 06, 2018, 10:44:54 PM
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?

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.)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Sarissofoi on June 07, 2018, 12:41:41 AM
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.


Quote
there might be a few less, actually
Nooooooo!
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: SCC on June 07, 2018, 02:17:50 AM
Well, you can't tell me all those worlds are actually memorable. You know what's in Corvus, Askonia, Magec, Aztlan, Valhalla-Ragnar, Eos Exodus, uhhh... Westernesse, Thule, Hybrasil... But the fact is that the more planets in the core there are, the more distinct they have to be or they risk being places that exist and maybe you even know it, but aren't ever relevant to you. At some point it's not more features, but more bloat. If Alex makes the core more interesting by having less boring stuff in it, good. I personally would ask only for uninhabited systems in the core have loot, danger or be possibly colonisable, even if that'd mean *** off other factions (perhaps that's why they're empty in the first space, because neither side wants to spark a total war).
By the way, Alex, have you thought about arms dealer mechanic to allow a player with some real estate to access military markets of other factions (those that agree to trade ships and weapons for something)?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Sarissofoi on June 07, 2018, 02:28:14 AM
To be honest I would love to see some semi military ships avialable on civilian market.
Sector is dangerous and merchanters need some escorts, explorers need some long range artmed ships etc.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Maxzhao on June 07, 2018, 03:20:43 AM
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!
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Ishman on June 07, 2018, 03:50:03 AM
-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.)

As an easy example of what Alex is talking about - dwarf fortress is incredibly well optimized (for a single threaded application) but it will crush absolutely every single cpu in existence very quickly due to the sheer number of things it must keep track of and calculate. Physics calculations and the cost of large numbers of AI entities can balloon out of control very rapidly, and while there are lots of tricks one can do to improve performance in situations like those, most/all come at the cost of simulation fidelity.

It's also frequently a problem that parallelization is difficult or near impossible for some of these tasks as they must be done in order, so they can't be offloaded to other threads or even GPUcompute - and the game can't proceed to the next tick where it starts all over again until it gets those necessary updates, even if it could wait for some unimportant ones to be calculated. That results in the stuttering you get as the game has to continually wait for these big chunks of data to (whether large numbers of AI entities doing pathfinding or keeping track of enormous numbers of items that are being traded depending on the game) be processed, even if it finished all the graphics calls ages ago in computational time.

Also doesn't help that thinbooks like the Macbook Air have quite weak CPUs in order to limit the thermal load on their passive cooling.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Sooner535 on June 07, 2018, 08:34:15 AM
^ could not be happier with people who have understanding of gaming like you mate lol, I have a bud that when he sees games like project zomboid, starsector, and dwarf fortress (all for example) he sees them as crap because of graphics, if a game isn’t AAA quality he will not play them, which too many people think that way.
Funny thing is I specifically built my pc for games like that, high cpu load and low-medium gpu load. Sad that so many people will only look at graphics and will never play some of the greatest games available (for the record I think starsector and pz have great graphics, and I love the lack of them in DF, more imagination). Anyways to get off that tangent, thank you Alex for this load of work! Can’t wait to get my hands on this update
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Jonlissla on June 07, 2018, 09:11:37 AM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Morbo513 on June 07, 2018, 12:21:14 PM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: c0nr4d1c4l on June 07, 2018, 10:43:09 PM
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.

+1
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: steelwing on June 08, 2018, 05:43:24 AM
My reaction may most closely be represented by the following helpful graphic:
(http://gifimage.net/wp-content/uploads/2017/10/hype-intensifies-gif-14.gif)
Loving the news about colonies especially.  With a dynamic economy and more fluid faction relationships, this game will approach the same scale as, say, the X-Universe.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: PCCL on June 09, 2018, 11:42:00 AM

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'll admit my memory might exaggerate and I haven't played in a while, but I just picked up my old save and had this happen:

(https://i.imgur.com/vMfMefo.png)

This is for a delivery quest, so it's entirely possible the problem is exclusive to that, but cmon, that's not a remotely fair fight, is it?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on June 09, 2018, 11:59:45 AM
Yeah, it's definitely related to it being a delivery mission. The pirate fleet that spawns there will always want to fight (and there's also a non-combat resolution available).


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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on June 09, 2018, 12:03:49 PM
Pirates may do dumb things during freight missions, at least the one designated hunter fleet that sometimes spawn after accepting such a mission.

In a pre-0.8 game, I had a couple pirate fighter wings (whose fleet got mauled by other fleets) tried to stick up my warfleet with at least two capitals, demanding I hand over the cargo.  The dumb crooks (on camera) were blown away.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Shoat on June 09, 2018, 12:11:06 PM
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.

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).
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Sooner535 on June 09, 2018, 10:04:02 PM
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
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: PCCL on June 09, 2018, 10:38:55 PM
I doubt it'll be out until November at the earliest
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Sutopia on June 10, 2018, 01:12:39 AM
As I'm having discussion in this suggestion thread (http://fractalsoftworks.com/forum/index.php?topic=13458.0)
I now need to know what do you mean by "quality"
Changes as of June 01, 2018

  • Ship production "quality" is based on many factors and affects the number of d-mods a produced hull will have

Will the d-mods be random just as post-battle recovery?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Carabus on June 10, 2018, 04:08:34 AM
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?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Sarissofoi on June 10, 2018, 10:17:17 AM
I doubt it'll be out until November at the earliest

Next update in 15 days!
15 days!!!!!
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on June 10, 2018, 10:18:39 AM
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" :)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on June 10, 2018, 03:31:07 PM
I now need to know what do you mean by "quality"
Changes as of June 01, 2018

  • Ship production "quality" is based on many factors and affects the number of d-mods a produced hull will have

Will the d-mods be random just as post-battle recovery?

Oh, hey, somehow missed this. I think it came up in more detail earlier in the thread, but basically it's a per-colony value that determines the number of d-mods ships get. 0% (and below) is most likely to generate 5 dmods. 100% is most likely to generate 0. There's some variance but it's limited, i.e. you won't end up with 3+ d-mods at 100% quality.

Things affecting it include doctrine, items, stability, and possibly a couple of other things.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Shoat on June 10, 2018, 04:36:57 PM
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.

Of course. I don't want anything just tacked on, either.
I'll be happy if something like the M&B lords and individual relationships makes it into this game at some point, but if it doesn't because it works poorly in combination with other game mechanics or makes little sense in the context of the game's worldbuilding or just because other better features had priority or what-have-you, I'm not gonna be mad.

This was the first game I ever paid for before it was released and the only one that I still support and believe in. I fully trust you to make the right decisions.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on June 10, 2018, 04:52:04 PM
Thank you for your understanding and support, I really do appreciate it :)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Sooner535 on June 10, 2018, 05:19:06 PM
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" :)

Alright, thanks Alex.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: ompalainen on June 11, 2018, 02:08:59 AM
So nice to see an update. Keep up the good work Alex. Cant wait until 0.9 comes out, guess ill have to send the wife and kids on some trip. :)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Histidine on June 11, 2018, 06:03:47 AM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Morbo513 on June 11, 2018, 07:03:43 AM
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
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: SafariJohn on June 11, 2018, 07:19:42 AM
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.

To help display that, previously met fleet's could show their commander's name. "XYZ's Hegemony Patrol"
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Arkar1234 on June 11, 2018, 08:05:28 AM
If I remember correctly, there was this bug where friendly fighters can be hit by friendly fire if their engines get flamed out.

Has that been addressed? Or did I do a dumb here an missed it in the previous patchnotes.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: SafariJohn on June 11, 2018, 08:41:34 AM
I believe that's a feature, not a bug.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Arkar1234 on June 11, 2018, 11:18:37 AM
I believe that's a feature, not a bug.

Getting r/Planetside flashbacks
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Inventor Raccoon on June 11, 2018, 01:54:26 PM
Fighters temporarily get the same collision as normal ships when flamed out, which allows them to get hit by friendly fire and crash into ships.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Eternity on June 11, 2018, 02:04:10 PM
Can't wait this update ! hoping it for soon :-)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: dftst0 on June 13, 2018, 01:02:45 AM
Don't know the proper term for it, but searches have returned nothing so far.
Could there be an option to disable the 'helpful' hint popups ("Your fleet has entered hyperspace!", "All of your ships are below 20% combat readiness", etc.) completely for old/seasoned players?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Gothars on June 13, 2018, 02:09:46 AM
Hi, welcome to the forum:)

There's a checkbox to disable the hints completely whenever you start a new campaign.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: dftst0 on June 13, 2018, 02:47:45 AM
Oh. I must be dumb. And blind.

So much for a well thought-out first post.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Ratheden on June 14, 2018, 06:25:25 AM
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.


Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Vulpes on June 15, 2018, 04:20:46 AM
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 of love friendship threats-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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on June 15, 2018, 02:08:53 PM
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.

Thank you! :)

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 of love friendship threats-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.

It's random, and factions taking over other faction colonies isn't a thing at this point, so it's not something I want to flesh out. We'll see where it goes; in general I'd expect diplomacy (if any) to be fairly rudimentary.

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.

Full-time, yeah. I don't know that it's *that* close to the finish line; we've still got 1.0, whatever bugfixing etc after that, and (hopefully) an expansion. So (provided the preorder income allows it) it ought to be Starsector work for the foreseeable future for me, so it doesn't really feel weird in that way. I do know what you're getting at, though!
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Clockwork Owl on June 19, 2018, 11:00:31 AM
Quote
(Bounties)Will now pay out and increase reputation when hostile or worse with offering faction

I can see some case of this being an improvement, but just out of curiosity(and some lurkers' request): what is the reasoning behind this change?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on June 19, 2018, 11:17:27 AM
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"...
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on June 19, 2018, 04:46:19 PM
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.)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on June 19, 2018, 06:25:33 PM
Yeah. Part of my thinking was that the extra bit of player freedom this grants is nice - one can RP this in their head however they want.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: eidolad on June 24, 2018, 07:37:29 AM
after a few days of playing the game for the first time, I wander over to see what .9a patch will be about...

I read just 1/3 of the patch notes and was overwhelmed by a Keanu Reeves in the Matrix level of "titanic whoa-ness".  I will need another hour or so to consider the implications of the rest of the incoming transformations on what I thought the game was.  Like, read a sentence, and ponder, sort of thing.

I vote that the .9a be given a dev branch name of "fabulously_juicy_steak_on_a_plate"


Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: kiss on June 24, 2018, 07:43:28 AM
Thx for such a good game!

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 !!!

Thx
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: CrashToDesktop on June 24, 2018, 07:57:32 AM
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".
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Sarissofoi on June 24, 2018, 08:01:27 AM
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.
I normally have no problems with it but went to play on my old PC and it was like woah. Bright nuke bombs that burn my eye-sockets.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: kiss on June 24, 2018, 08:17:35 AM
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".

Thx bro, i did this! But have players to edit game files for such things?
I think "such effects" should be off by default or have a switch in game setting!
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: PCCL on June 24, 2018, 10:02:52 AM
because a lot of people like it
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on June 24, 2018, 10:09:23 AM
Generally the stuff in settings.json but not in-game settings is there because it would have to be done to a different level of quality for me to feel comfortable having it be an actual in-game setting.

In the case of ship explosions, for example, they "work" for frigates, but when you scale them up for larger ships, they could stand to have more detail if viewed stand-alone. With the whiteout over them, this never comes up - but removing whiteout would make this an issue.

If tweaked from a config file, though, I think there's an implicit understanding that things may or may not be optimal as a result of the changes.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Dark.Revenant on June 24, 2018, 07:13:34 PM
GraphicsLib does add extra effects to ship explosions as a replacement for white-out.  I can confirm on Alex's behalf that it is not easy to tune ship explosion effects.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on June 24, 2018, 10:27:51 PM
(Any sort of visual effect just takes ages to nail down, it seems like. On the bright side, when I'm working on something like that, hours disappear within minutes.)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: lapersonaoval on June 29, 2018, 06:54:21 PM
me levanto cada mañana para ver si ha salido ya la nueva versión ...when i wake up in the morning, first i take a warm, relaxing great shower imaging a new release is waiting for me in my den but .... it's ok, alex, i'll be waiting 'cause you (and your mates) have THE GAME in your hands .... so amazing, so great, plenty of wonders to discover ... ACOJONANTE !!!!!! how can i tell you the marvellous time that i`m spending playing, remodding your mods, ... everything ???? it's a pleasure

thanx a lot, alex and fractal team and modders, i got no words to describe how much i'm enjoying this maraviglia !!!!!!!!!
pd: my apologizes, english is not my lenguage and i intend to be understanding for all of you, i know i have to improve ...
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Noomsy on July 15, 2018, 02:44:43 PM
So ready to play with more features....

Would it help if I buy the game again?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Cyan Leader on July 16, 2018, 05:28:54 AM
Considering doing that myself when the Steam version hits to be honest.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Kyuss11 on July 16, 2018, 07:49:52 AM
I feel like I ripped Alex off with the low price I paid for this game back in the day. Once this game is fully released, I would buy this game for 30 bucks easy and donate to some of the modders.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on July 16, 2018, 12:33:31 PM
I appreciate the sentiment :)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: SeinTa on July 16, 2018, 01:17:56 PM
Just a quick question, would there be a possibility to recover ships directly in a mothballed state? (i hope I didn't miss a button that does it already)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: facc00 on July 24, 2018, 12:20:08 AM
Sweet!!!!!!!  All my bases are belong to me. ;p
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Venatos on July 24, 2018, 01:56:47 PM
hmmm, my left little toe is kinda tingly...
that must mean that 0.9 is less then a month away!
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: SafariJohn on July 24, 2018, 02:23:20 PM
If I were to lay money on it, I would say four months to release.

I think what you are feeling is updated patch notes or a new blog post.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Venatos on July 25, 2018, 01:04:27 AM
well, i wouldnt bet money on it, its a toe afterall...
but he is right about half the time, so there is that. ;p
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: yesofcourse on July 25, 2018, 10:52:08 PM
First of all, best game ever ! Thank you so much for all of it.
Silly first question : where do i download 0.9a ?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: arcibalde on July 25, 2018, 11:31:51 PM
In the future  ;D We only have patch notes for now, still no 0.9 release.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Shoat on July 27, 2018, 11:49:08 AM
First of all, best game ever ! Thank you so much for all of it.
Silly first question : where do i download 0.9a ?

At some point, many moons from now, the title of this thread will be changed form "Starsector 0.9a (In-Dev) Patch Notes" to "Starsector 0.9a (Released) Patch Notes" and then there'll also be a link to the download-location here as well (at the top of the first post by alex).
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Embercloud on July 29, 2018, 02:14:48 AM
Man, I’m so hyped for this. Starsector is easily my favorite game
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: FabianClasen on July 29, 2018, 07:35:59 AM
Wow with these Patch notes, the 0.9x version number really seems appropriate.
Really looking forward to this.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Merxe on July 29, 2018, 12:48:05 PM
I want to play Starsector now but the patch notes are released so now I have to wait.
Now I have to find another single player game for the time being.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Lucax on August 01, 2018, 05:54:44 AM
Hi Alex, these patch notes look promising ! I'm a bit late on the hype train, but still very excited.

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 ?

Also I didn't expect the low tech phase frigate, it's a welcome surprise. I love ships that can dodge fire, but there are few in the game and I still wish frigates were more useful in the late game / in large battles.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on August 01, 2018, 12:08:50 PM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: HaymakerW on August 02, 2018, 02:23:31 PM
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.

Heh, guess that's where modders come in. It'll be something modders can pull off, right?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Kyuss11 on August 02, 2018, 03:24:44 PM
Nexerelin mod does that now http://fractalsoftworks.com/forum/index.php?topic=9175.0
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: ValkyriaL on August 05, 2018, 01:04:36 PM
0.9 eh? It's closing in on that magic number.. brings a tear to my eye.  :'(
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Eashua on August 06, 2018, 01:49:12 PM
So excited that I finally made an account just to say that I am excited... So Excited!

Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: DrakonST on August 10, 2018, 03:29:14 PM
Alex, maybe you can tell how many time we need to wait? Two months with no big news, it is strange.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on August 10, 2018, 03:33:42 PM
I'll (hopefully) write a blog post in the near-ish future; just a stretch of time working on stuff that I don't want to write about because spoilers, but currently working on something I probably could write about once I wrap it up. Sorry about that!
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: arwan on August 15, 2018, 05:44:41 AM
not going to lie i have been checking the site every day to every few days to see if there is a new blog post LOL. or if 0.9 has released. i stopped playing a little bit ago so not to burn out.. ever since i bought the game years ago now.. i have been waiting for the update that would contain outposts and colonizing.. and with how the game progresses every patch. i feel like its in a really good place for it to happen.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Darrow on August 15, 2018, 07:56:35 AM
I've been here a long time, 7+ Years infact and i don't post much but I'm itching for a new release.
I check back every couple of days to see any announcement for a new update.

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.

Just curious what the delay in release is?
Usually quite consistent Alex with a year-to-year major update.

Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Grievous69 on August 15, 2018, 09:16:51 AM
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.

How dare you defile this holy place you sick freak... Get out of here or I'm calling the mods.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on August 15, 2018, 12:05:20 PM
Just curious what the delay in release is?
Usually quite consistent Alex with a year-to-year major update.

It just boils down to there being more stuff in it, and all of the stuff needing the rest of the stuff to make sense gameplay-wise. Sort of like puzzle pieces that need to fit together and form at least a partial picture. Sorry about the delay, I wish I could make it sooner :)

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?
Title: Re: Umm yeah a little late for that
Post by: BHunterSEAL on August 15, 2018, 02:17:26 PM
 
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.

It wasn't so long ago that all you could play was missions.

Fake edit: I can actually remember remember playing those missions from my dorm room. I'm now a fairly experienced professional and in a few weeks will be teaching college students. I'm also a lot fatter :(

Real edit: I appear to have forgotten how to properly quote people in my old age.
Part #2: I've tried several permutations of Insert Quote now and am truly embarrassed for myself.
Part #3: fixed, wow.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: PCCL on August 15, 2018, 07:25:38 PM
Oh man, I remember playing these missions in computer class in high school.

I am now a law student and might be a lawyer by the time 1.0 comes out...

This might be the game I have followed for the longest time...

I regret nothing
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: NITROtbomb on August 19, 2018, 04:54:44 AM
same here aha I remember being in my first year of Highschool and am now a professional performer traveling the world on Cruise ships, Lol 
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Bribe Guntails on August 25, 2018, 12:52:31 AM
What will happen to 'Trading' as it exists in 0.8.1? Will there be a purpose for those Organics, Transplutonics, and Harvested Organs for sale on the markets since such activities are now in the strategic domain of colonies?

Could the player still have a direct hand in the economy; commanding a trade fleet on a faction's behalf and be the target of concerted pirate attacks?
Title: Re: Umm yeah a little late for that
Post by: Deshara on August 25, 2018, 01:28:07 AM
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?

the real question is... what's gonna happen to Network once you release 0.9..? Do they drop dead, or do all games vanish everywhere? Do we... need to be stockpiling ???
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: lapersonaoval on August 29, 2018, 10:57:52 AM
alex, please,
tell me cuando cuando cuando ???
i'm going mad waiting for the new release !!! time goes so slowly without 0.9a ...
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Grievous69 on August 29, 2018, 11:03:51 AM
Can't speak for him but I'd say soon-ish like in a month or two. In case you aren't following him on twitter we had the last blog post two weeks ago about a major feature so now he's polishing UI and gameplay mechanics. After that it's just playtesting for a bit then we get 0.9. I understand it's hard to wait but the new version is very much worth it.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: JJATH on August 30, 2018, 04:15:57 PM
October would be the best choice if the update is almost complete. If not the end of the year if it is that far away. September would be asking too much if it's nowhere near done.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on September 01, 2018, 05:06:06 PM
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?

With the new burn, it looks like Odyssey can jump on a smaller ship and kill it before its friends can surround and cut-off the Odyssey's escape.  Not very useful for backpedaling (if Micro Burn can only move forward) while sniping capitals with lances, though.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on September 01, 2018, 10:28:42 PM
tell me cuando cuando cuando ???

Soon(tm) :)


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?

It's forward acceleration only, though the ship can still turn, so it's sort of like a very brief burn drive that still lets you maneuver a bit. There are also other changes to go with it.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Embolism on September 02, 2018, 02:43:48 AM
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?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: MesoTroniK on September 02, 2018, 02:53:14 AM
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?

Plasma Jets on a capital ship is hideously overpowered.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Cycerin on September 02, 2018, 02:55:35 AM
As long as it can't be used to reverse, it's fine. The movement is a bit too sudden for the ship's mass IMO, but it's a good take on burst jets-type systems. 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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on September 02, 2018, 06:06:45 AM
Currently, Odyssey has problems because it cannot duel any other capital in a fair fight (even other battlecruisers like Conquest, though that is almost a battleship now), and it has trouble killing smaller ships with short-ranged weapons without getting surrounded by other ships, thanks to AI's tendency to encircle and trap ships.  It cannot use fighters as well as Legion due to having less bays and it needs those fighters for support instead of seek-and-destroy.

With Micro Burn, Odyssey might be able to quickly catch isolated and backpedaling small ships and blast them before its friends can entrap the Odyssey.  Also, Micro Burn might let Odyssey fly past Onslaught (before killing it from behind) without getting clobbered too badly.

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.

Plasma Jets would probably be excessive on Odyssey, allowing it to be relatively untouchable while it snipes with lances.  It is already kind of untouchable, but it is flimsy enough that it has no choice but to do this or die against things that other capitals can withstand.

All Odyssey might need now is a bit more OP.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on September 02, 2018, 09:22:30 AM
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'm not sure why more ship systems would be a bad thing, hmm. One could probably make a "more things to learn" argument but they're more on the content side of things than being new mechanics.

Plus, I think more systems that make it easier to close in but don't nearly make it as much easier to get out are good for combat gameplay in general.


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.

Funny, I was just thinking about that yesterday, what a high-tech destroyer using that as a system would look like. Great minds? :)

(I also tried it out on the Tempest, just to see how it feels, and it was very underwhelming. Unsurprisingly, perhaps, it really drops off in usefulness on fast ships.)

Renamed the system to "Plasma Burn", btw.


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.

One of the other changes was removing the 3-large-turret overlap; hopefully it'll be more battlecruiser-y now, or at least it'll have to sink-or-swim based on its merits as that.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Dri on September 02, 2018, 10:06:57 AM
Oh wow, so now it can't bring more than 1 large turret to bare on a target that isn't huge? You giveth and you taketh...
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on September 02, 2018, 10:12:32 AM
No no, the two turrets on the left side have their original arcs. The turret on the right now has a smaller arc so the triple-overlap in front is gone.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Grievous69 on September 02, 2018, 10:13:40 AM
I know it's a dead meme at this point but, excuse me what the ***? The overlap is what made it special, now it's basically an oversized Aurora. I'm not saying it won't be fun to pilot but why bother getting a capital which costs so much when its firepower is even worse than before. And before it was still poo poo for a capital. Everyone agrees the ship is really OP starved and now most people will leave that right turret empty because it has no use. 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. Please don't make my favourite ship in the game an unviable abomination.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on September 02, 2018, 10:15:52 AM
It seems Odyssey will be reduced to brawler as before, but with weakened 0.8.2 era defenses (and no extra OP to use the second bay it desperately needs), it probably would get crushed like a grape.

I can see removing the turret overlap to kill lance sniper, but with no other changes beside Plasma Burn over HEF, it is probably dead on arrival against capitals not named Onslaught or itself.  I guess Odyssey will be reduced to hunter-killer against small ships, which Legion does well enough with fighters alone.

@ Grievous69:  Actually, AI can use Conquest decently.  Because AI Onslaught is built suboptimally, AI Conquest is a match for it.  As for the Odyssey stuff, I feel your pain.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on September 02, 2018, 10:18:51 AM
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.

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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Grievous69 on September 02, 2018, 10:22:40 AM
Oh my bad then, I didn't realise there'll be even more changes.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on September 02, 2018, 10:27:23 AM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: SafariJohn on September 02, 2018, 10:29:53 AM
leave that right turret empty because it has no use.

I'm not really disagreeing with you, but did you know the Guardian (Paladin in 0.9) PD can fire over other ships? I don't usually use Odysseys, but that seems like it could be worth the OP.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Grievous69 on September 02, 2018, 10:45:15 AM
Wow I can't believe I don't remember that change. Guess we'll just wait and see what works best.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Cycerin on September 02, 2018, 12:24:59 PM
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.

You telling us there will be another changelog to feast upon soon?

PS: another destroyer would srsly be rad, I think combat destroyers is one of the main content holes in vanilla. You've got a good point of origin with that idea. :)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: SCC on September 02, 2018, 03:06:29 PM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Gothars on September 02, 2018, 03:30:17 PM
It had still just two wings in the gif. Maybe it's just the flux stats that have been boosted.


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?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on September 02, 2018, 04:18:14 PM
You telling us there will be another changelog to feast upon soon?

It's possible :)

Considering the removal of arc overlap, I assume that Odyssey is becoming more of a carrier now.

It is not!

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?

Yeah, it's been revamped :) Also renamed to "Fire Control AI"...
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Cyan Leader on September 03, 2018, 06:30:16 AM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: CrashToDesktop on September 03, 2018, 08:38:37 AM
So now we have Burn Drive, Maneuvering Jets, Plasma Jets, and Plasma Burn?  It feels almost unnecessary.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on September 03, 2018, 09:27:25 AM
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.

Fair enough. Maybe the one gif isn't conveying it fully. I tend to be pretty bothered by things that feel like they "break" the physics of the game, and this doesn't feel like it to me - it feels great to use. I also did tone the acceleration/deceleration curves down a bit, though.

(Btw: for me it recalls an "Enterprise coming out of warp" feeling, and I'm pretty sure I've seen similar looking stuff in other sci-fi, though I can't right now recall where.)

So now we have Burn Drive, Maneuvering Jets, Plasma Jets, and Plasma Burn?  It feels almost unnecessary.

Also phase skimmer/teleporter, and to some extent phase cloak and temporal shell. There's a lot of mobility systems in the game, because mobility is important, fun, and there are so many ways to go about it.

Buuut, I'm not really sure what you mean, so maybe I'm missing an angle on this.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on September 03, 2018, 10:21:24 AM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Dri on September 03, 2018, 10:22:41 AM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: CrashToDesktop on September 03, 2018, 10:31:52 AM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: SCC on September 03, 2018, 12:12:40 PM
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...
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on September 03, 2018, 01:40:32 PM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Gothars on September 03, 2018, 03:22:34 PM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on September 03, 2018, 03:27:03 PM
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 :)

Ahh, sorry! The newer illustrations are at the size they're displayed at (in significant part for loading/vram reasons), and we'll probably convert the existing ones at some point, too.

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.

Ah, yeah, that makes sense.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: FooF on September 03, 2018, 06:23:41 PM
I think the Odyssey having a mobility system is just par for the course in regards to the High Tech doctrine. It does look interesting, to say the least. I remember pooh-poohing the Aurora ship system change prior to 0.8 because I wanted a high tech ship-of-the-line but Plasma Jets made the Aurora go from mediocre to near-broken. I'm also interested in what other changes it got. If it is indeed a Battlecruiser, part of me hopes that it gets something akin to what the Conquest got with its Heavy Weapons hull mod (not identical but something that makes it unique).

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.)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on September 03, 2018, 06:42:34 PM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on September 03, 2018, 06:43:25 PM
Hopefully a damage boost to the large mounts, or range increase to small mounts so that they can compliment the heavy mounts.  Without three mount overlap and nothing else, Odyssey's firepower will be lacking.  If no OP boost, maybe OP discount hullmod like Conquest has too.

Odyssey with mobility system is probably good.  Despite 80 base speed alone, Odyssey is not fast (and small) enough for hit-and-run with short-ranged weapons.  All it can do with 80 speed is constantly backpedal and snipe at enemies with three Tachyon Lances (and four Tactical Lasers).
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: FooF on September 03, 2018, 07:09:53 PM
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.

Very interesting on both replies! If I were a betting man, I'd wager which "one" it is, but I have a pretty good guess what #2 is, too...

Anti-fighter and HEF, eh? Again, the Tempest has been consistently one of the best generalist frigates out there for awhile and I don't see that changing anytime soon. SO Blaster with HEF...that's just evil.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: SafariJohn on September 03, 2018, 07:29:03 PM
Hmmm! (One, possibly two out of three. Which ones? I'll never tell!)

Except, IIRC, you already confirmed one of those three, and mentioned you were thinking of doing another. ;)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Cyan Leader on September 03, 2018, 08:21:26 PM
I'd like to add that I do not agree with the complaint about the game having too many systems. As long as they are interesting to play with, unique enough and complement the ship well I don't see a problem.

Unrelated but I'd love to see one day a gamemode or a mod in which a ship could equip and use multiple systems.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Embolism on September 04, 2018, 01:31:11 AM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on September 04, 2018, 05:20:58 AM
I would not want Odyssey to lose base speed unless it got strong enough to slug it out with any other capital in a slugging match.  Odyssey is the only capital warship that cannot do that.  (Even Conquest and maybe Legion can stomp Odyssey into the ground without much of a sweat, let alone a enemy battleship.)  Some might think its high speed (for its size) can let it act as hunter-killer and bully smaller ships, but that is not really possible with short-ranged weapons due to how the AI fights.  You chase down one, and several more surround and attack Odyssey, and 80-something speed is still slower than smaller ships' speed, meaning Odyssey cannot escape quickly enough if things go south fast.

Maybe Plasma Burn will let Odyssey catch and kill small things before its friends have the time to surround and attack Odyssey.

Plasma Jets could be nice, but it would probably make it too untouchable, which is bad if lance sniping remains viable or if Odyssey gets stronger and tougher.  Say... if Odyssey has a permanent +50% damage or so hullmod, then lance sniping will probably remain viable, and Odyssey dancing in-and-out easily while picking off ships one at a time would be cheesy, as in encouraged too much.

Currently, lance sniping while constantly kiting or backpedaling is the way to go with Odyssey.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Deshara on September 04, 2018, 09:00:40 AM
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.

too many narrow mechanical distinctions to fit into a player's head. They feel expected to memorize them all but because they have no external visual distinction (like guns do) it's impossible to judge other than rote memorization of ships they'll mostly not have used much if ever, which is a bad combo.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on September 04, 2018, 09:19:30 AM
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.

Thank you for elaborating! I can see where you're coming from. To me, this is more about having some consistency/continuity - a "look, both high-tech engine boosting systems use plasma! it makes sense!" kind of thing. But, yeah, I can also see your point.

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.

Hmm, plasma jets don't have charges, so that'd make it more similar.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Bribe Guntails on September 04, 2018, 02:25:23 PM
My take on the Plasma Burn ability is that it lacks enough visual distinction and function.
Considering that the ship will rapidly and improbably accelerate and decelerate (unlike Burn Drive), it will look very videogamey when only the main engines are part of the visual design.
Some Drive Field effects or other space-bending visuals would complete the ability. A recolored Damper Field effect could do the job.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Cyan Leader on September 04, 2018, 06:34:18 PM
I disagree. The uniquely colored trails, the very evident speed boost and the fact that is restricted to high tech ships is enough to differentiate it. At most I'd wager that a more unique thrust sound could be helpful.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Spess Mahren on September 04, 2018, 07:39:23 PM
So with the upcoming randomly generated pirate bases will the static pirate holdings be removed? I'm hoping the pather's also get randomly generated bases because I rarely see them since I believe they only have two static holdings at the moment.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on September 05, 2018, 05:12:12 AM
Speaking of Luddic Path, their two planets look ripe for sat bombing and wipe that faction off the map.  They are the weakest link.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Linnis on September 05, 2018, 01:07:48 PM
Speaking on thematic matters. Yes the odessy has obsurdly small engines compared to other ships. Maybe change the engine effect compeltly and give the discription of spechially advanced engines or something.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Embolism on September 06, 2018, 01:34:29 AM
While we're on the subject of polishing...

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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: mkire on September 06, 2018, 02:46:43 AM
While we're on the subject of polishing...

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.
i still find it useful for the weapons that do use it (the burst pd lasers are a prime example),
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on September 06, 2018, 04:12:43 AM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Gothars on September 06, 2018, 07:30:41 AM
I kinda like it, because it can create synergy effects, like combining Autopulse and Burst PD. Same is true for Advanced Optics. It's fun to consider synergies during refit, I'd rather have more than less.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: xenoargh on September 06, 2018, 09:26:59 AM
I just made it affect refire rates (raises alpha DPS, but costs more Flux).  Seemed like the simplest way to make it relevant.  As it is, it'd probably be best if it went down in costs, given the marginal use-cases.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Retry on September 06, 2018, 10:18:06 AM
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.


If it increased burst size from burst-firing weapons (Thumper, Light/Heavy Needlers), that could give an extra purpose for Expanded Mags (if the reload rate was increased to compensate, so the DPS remains the same but burst damage becomes better).
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on September 06, 2018, 10:20:20 AM
I had no problem with Expanded Magazine gaining new life if it provided another benefit.  Increased burst size, faster clip recharge, whatever.

Although in case of increased burst size and reload times, I probably would prefer the more continuous option.  Too long reload time has a downside too despite Starsector favoring burst weapons to the point that AM Blaster is more effective despite having worse stats than IR Pulse Laser on paper.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: TaLaR on September 06, 2018, 11:42:49 AM
Yeah, longer burst would hurt Needlers in any situations where enemy can make said burst a wasted one. Kinetics work best when your fire flows as constant stream mixed with HE, otherwise enemy can armor tank your kinetic burst then shield tank your HE separately. Longer burst would also improve efficiency of avoidance/blocking with phase skimmer/ fortress shield/ damper field/ etc by enemy.

Needlers are vulnerable to armor tanking as is (even if AI doesn't fully exploit that fact), I wouldn't pay OP tax to make situation worse.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on September 06, 2018, 11:51:19 AM
Not just that, but also flux load.  Part of the reason why a Needler and Phase Lance combo can be dangerous is the attacker can max flux very fast and can then be cherry tapped on shields for an easy overload.  Also part of the reason why plasma cannon is generally impractical to use.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: ANGRYABOUTELVES on September 06, 2018, 04:39:13 PM
Burst kinetics have to be backed up by something that forces the AI to put up shields, but that doesn't necessarily have to be HE; EMP weapons work just as well. A Falcon or Eagle with Heavy Needlers and an Ion Beam can make decent use of the burst, as can a Medusa with Light Needlers and Ion Cannons.

I think Expanded Magazines is fine. It encourages mounting more than one magazine-style weapon to get the most out of the bonus, which can lead to more interesting builds. A Sunder with 1 Autopulse and 2 Ion Pulsers, a Paragon with 4 Antimatter Blasters and 2 Autopulse on the front, that sort of thing.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Histidine on September 07, 2018, 05:13:29 AM
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?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: borisdm on September 07, 2018, 06:29:33 AM
Hello How do i get my hands on 0.9a??


Thanx
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Deshara on September 07, 2018, 09:14:39 AM
wait until it comes out like the rest of us
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on September 07, 2018, 09:50:51 AM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Histidine on September 07, 2018, 09:56:53 AM
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.
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on September 07, 2018, 10:19:54 AM
Let me make a note. It *is* possible to set it to something else in code, btw - i.e. all the faction setup the dialog does can be done with mod-accessible calls, afaik.

(As far as its visibility, it tells you how to get to it the first time it shows up, so hopefully that'll help. Plus the name glows on mouseover, and there's a similar set of interactions for naming/renaming a colony, which might help with that as well.)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Ulzgoroth on September 07, 2018, 12:10:25 PM
So in the newest blog update, it looks like you decided that the player shouldn't be encouraged to hold off on salvaging a find for lack of ships or resources, but should be for lack of skill investment?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on September 07, 2018, 12:31:22 PM
Hmm - I did touch on this in the blog post, but maybe not in enough detail.

Maxing out the salvaging skill doesn't take long - you can do it by level 4, and fairly quickly even if you don't decide to do it right away (which also implies you're probably not going salvaging right away) - so it's an acceptable thing to wait for. It's also a one-time wait, if it's a wait at all, since you're likely to get to this point during your first salvaging expedition.

Or, you can decide not to get it at all and put your points elsewhere, in which case you don't need to wait for it.

Welcome to the forum, by the way!
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Ulzgoroth on September 07, 2018, 01:31:57 PM
It was clearly touched on, but for what it's worth I thought the value judgement there was implicit more than explicit.


Not sure why I didn't register here ages ago, considering I got into the game back in 2012.  The colony building coming up in 0.9 is the feature I've always been most excited about all along.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: greyxenon on September 10, 2018, 03:05:42 PM
So... when's this coming out?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Midnight Kitsune on September 10, 2018, 05:37:44 PM
So... when's this coming out?
Soon™
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Eashua on September 13, 2018, 02:43:06 PM
Almost frothing at the mouth haha.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Spess Mahren on September 16, 2018, 09:01:59 PM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on September 16, 2018, 09:13:13 PM
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.

Unless I'm missing/forgetting something, it ought to clean all that up, yes.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Otharious on September 17, 2018, 11:56:48 AM
am legit dying here

I need to have my fix! and get my conquest flagship again :D
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Cosmitz on September 19, 2018, 07:30:28 AM
I have an almost unfounded hope and desire that the Conquest's front large launchers get switched with the side medium launchers just for the sake of super-cool-looking Squall deployment. At the very least i hope Squalls track just a bit better (and not narrowly missing mostly everything) in 0.9a given:

Quote
Greatly improved missile tracking
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on September 19, 2018, 12:00:00 PM
I like where the front launchers are for easy Locust spam.  Dual Locusts is murder against a wide variety of targets.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Arkiuz on September 21, 2018, 09:22:56 AM
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?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Cik on September 21, 2018, 11:10:16 PM
bring back original griffon

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.

maybe make LRMs good or something (though what that would take is hard to say, they are easy to break ATM because the sensor layer is too basic to permit true long range fire without it being either useless or way too strong)

but yes, more missiles please.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on September 22, 2018, 07:24:02 AM
Quote
bring back original griffon
While fun, that wrecked Gryphon after one fight.  Pure D&D-style nova class in Starsector if there was one.

Honestly, I like to see Gryphon get better defenses; it is too flimsy to be practical.  Better hull and flux stats, and make Expanded Missile Racks hullmod builtin (or add more OP).  Failing that, bring back classic Aurora with large missile mount.  Aurora used to be high-tech Gryphon with better stats but no missile forge system (but it did not need it).  Classic Aurora with missiles was almost on par with Dominator.

Quote
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: TaLaR on September 22, 2018, 07:51:52 AM
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.

Buffalo is decent in terms of deployment cost to killing power ratio. The only problem - it's not sufficiently willing to commit to all-out-sabot spam strategy, which is the only thing it's good for.
Still, skill-less auto-piloted Paragon loses to less than it's worth of deployment points in sabot+swarmer+converted hangar talon Buffalos. And same equation seems to hold true for most other cruisers/capitals. I suppose some dedicated counter builds are possible, but against conventional builds Buffalos win decisively.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: intrinsic_parity on September 22, 2018, 09:06:34 AM
I think thats more because sabots (and maybe talons) are a bit too strong and less because buffalos are any good.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on September 22, 2018, 09:11:31 AM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Shrugger on September 22, 2018, 10:02:02 AM
I guess you could make do with taking a missile-focused ship and not installing any non-missile weapons, spending your OP on the best missiles and hull mods instead?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: TaLaR on September 22, 2018, 10:49:45 AM
I think thats more because sabots (and maybe talons) are a bit too strong and less because buffalos are any good.

Yeah, but what platform can pack as much per DP? It's 1 med missile + 3 small missile + 2 Tac lasers + Talon wing (slow replenish) per 4 DP, and 2 Vulcans to not get swatted by missiles right away. No armor or shields, but you can do without them if you suppress enemy with sabots.
Sabots are strong, but also very limited. For normal ships going Sabot heavy means crippling long term play. But Buffalos have no long term play to speak of, so for them it's not an important drawback.

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.
Pirates running around with Buffalo stampedes could be fun though :) .
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: intrinsic_parity on September 22, 2018, 01:11:38 PM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: TaLaR on September 22, 2018, 02:30:09 PM
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.

Any reasonable variant has to be able to handle both shield and armor, and shield is the more important part. Buffalo has no other options than medium Sabots for shields, so it's an obvious pick.

Small Sabot - 3000 (x3, 4 OP, 750 per OP)
Medium Sabot - 12000 (x12, 10 OP, 1200 per OP)

Clearly, taking small Sabots + whatever in medium slot is non-viable.
And even if Sabots were to be nerfed, there is just no alternative option. There is no small energy kinetics and Longbows/Broadswords are both too OP-expensive and unsustainable with low replenishment rate. And just plain not enough on their own.



Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: intrinsic_parity on September 22, 2018, 03:07:57 PM
This is the same state the Odyssey was in, with only one viable load out, that depends on a particularly strong weapon, and is of questionable value anyway. I think the complaints about the odyssey were valid and Alex also must have since he is changing it.

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.

Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on September 22, 2018, 03:41:08 PM
Quote
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.

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.)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Cik on September 22, 2018, 07:46:39 PM
ultimately it could be made useful for players as long as it was made suitably cheap to deploy and recover.

for AI, anything can be good as long as it has sufficient mass.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Voyager I on September 22, 2018, 08:55:50 PM
Quote
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.

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.)

Yeah basically the whole purpose of Pirate ships is to be garbage fodder for new characters to farm.  I don't think there's a single P ship you would ever want in your fleet unless you were leaning really hard into a clunker run, but their existence serves a necessary role for the game.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Ali on September 23, 2018, 06:40:03 AM
Will all the currently empty skill slots on character screen get filled? i think there's 2 missing from leadership, 4 from tech and 5 from industry...

Any plans to add more hull mods please!!??  ( With positive effects only!! )

Would love to see a hull modd that can be installed to remove fighter bays in place for boost such as more flux capacity or across the board stat boost.. ( i know that's a bit contradictory to above comment ;p )

Also some more non-combat hullmods? So can further boost salvage, cargo vessel's etc...

Can't wait for release!!!!
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Arkiuz on September 23, 2018, 12:44:45 PM
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!
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Linnis on September 23, 2018, 01:55:21 PM
Well there could be a hull mod with something like increase missile capacity by 500% but each missile weapon require 3× the op cost.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Ranakastrasz on September 23, 2018, 02:39:04 PM
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!

This Complete overhaul certainly makes missiles quite common. It pretty much goes with the idea that missiles and fighters are infinite resources like all other weapons, alters PD to match, and it didn't fundamentally break anything.
https://fractalsoftworks.com/forum/index.php?topic=13183.0

That said, As the game is vanilla wise, Missiles are powerful but run out fast, so really aren't like normal weapons at all.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Arkiuz on September 23, 2018, 09:59:11 PM
I know, I just appreciate the art and programming that goes into these little things.  When you catch a fast moving guy through a shower of flak with a torpedo?  Beautiful.  Poetry in motion.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: UUolf on October 06, 2018, 09:30:34 AM
I am beyond hyped for the release of this patch - it will extend gameplay massively.
Does anyone know a release date or a general time it will be put through?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Arkiuz on October 06, 2018, 09:32:42 AM
I am beyond hyped for the release of this patch - it will extend gameplay massively.
Does anyone know a release date or a general time it will be put through?
There's never a set time.  When it happens, it happens.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: UUolf on October 06, 2018, 09:51:09 AM
(https://i.imgur.com/Ucj922u.gif)

Fair enough.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Dri on October 06, 2018, 10:48:05 AM
I am wondering why we haven't gotten a Patch Notes update, though. Been like 5 months since the last update...
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: TheDTYP on October 06, 2018, 12:03:40 PM
I'm under the impression its coming within a few weeks, but if anyone wants to tell me otherwise so I don't get my hopes up, I welcome that, too.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Cik on October 06, 2018, 12:16:01 PM
TONIGHT'S THE NIGHT
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Harabeck on October 06, 2018, 08:06:36 PM
TONIGHT'S THE NIGHT

Says who? You can't just say stuff like that and get my hopes up.  :'(
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: YesHello on October 06, 2018, 09:06:01 PM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on October 10, 2018, 06:28:13 AM
I just read the post with Converted Hangar changes, with the penalties being changed to double fighter OP cost.  That looks fun, although that probably makes Loadout Design 3 even more desirable than it already is.  (I already consider Converted Hangar too costly without +10% OP.)  Currently, I only use it to put Talons or Claws on my ships, due to the refit penalties and inability to put Expanded Deck Crew.  With the change, other fighters, including bombers, may be handy.  Well, maybe depending how inconvenient lack of Helmsmanship 3 is.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: TaLaR on October 10, 2018, 06:32:12 AM
Did anything about Talons change? They were pretty much no-brainer for converted hangar and seem to have become even more so.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on October 10, 2018, 07:01:27 AM
Talons for Converted Hangar are no-brainer for me mostly because of refit time.  Other fighters aside from Claws take too long to replace with the refit penalties and lack of Deck Crew hullmod, and bombers do not rapid-refit.  With the changes in 0.9, I might rip-out more weapons to use the other fighters (provided I get used to no Helmsmanship 3).

For some ships, I use Talons mostly as a lure to flush out frigates that would otherwise mob my ship if I stick my ship too far away from the wall far enough to find them.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Gothars on October 10, 2018, 07:55:40 AM
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.


I'll close this thread for now, so no one gets his hope uf for nothing:)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on October 20, 2018, 01:46:21 PM
Updated the notes! Still a few modding-related things to do, and still doing some testing, but this is the vast bulk of the stuff.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on October 20, 2018, 02:13:50 PM
Hah - happy birthday :D
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Drone_Fragger on October 20, 2018, 02:26:35 PM
s o o n (tm)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: RickyRio on October 20, 2018, 02:40:10 PM
  • 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

awesome that this was added, I've wanted a way to have military sensor profile haulers/tankers since I started playing starsector!
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: CrashToDesktop on October 20, 2018, 02:47:46 PM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Embercloud on October 20, 2018, 02:53:07 PM
Can’t wait.
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: HELMUT on October 20, 2018, 03:07:04 PM
So many things, so many new cool things. Okay, just this question for this evening :

Quote
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

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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on October 20, 2018, 03:16:05 PM
awesome that this was added, I've wanted a way to have military sensor profile haulers/tankers since I started playing starsector!

Well, you could have Insulated Engines do the job already, but that wouldn't cover sensor strength.

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.

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.

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.)


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.

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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: SafariJohn on October 20, 2018, 03:19:07 PM
Quote
•Talon: increased OP cost to 2 (was: 0)

Amazing. Poor old mining pods have a purpose again.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: MesoTroniK on October 20, 2018, 03:45:42 PM
    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? :)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on October 20, 2018, 03:47:09 PM
DUAL, that is a new fire mode. Care to share what it does Alex? :)

Faaairly sure that's been in for a while, just undocumented - it makes barrels fire two at a time, iirc in order.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: MesoTroniK on October 20, 2018, 03:57:11 PM
You... Heh, I would have killed to have known about this since 2012.


Spoiler
(https://i.imgur.com/jGWXT7s.gif)
[close]
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: ArkAngel on October 20, 2018, 04:15:25 PM
Man. I haven't been able to find an apogee in my current games yet, be it for sale or recoverable salvage. The new changes make me so excited for, plus the salvage fleet start.

Also: 'added XIV Battlegroup ship not available to the Hegemony'
Whats this? New secret ship we don't know about?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Bribe Guntails on October 20, 2018, 04:18:12 PM
Quote
Terrain
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
I read Hyperstorm speed boost, but I see Hyperstorm Billiards!

Quote
  • Colonies that have low stability for too long have a chance to become decivilized
Heck, it's about time something is done about colonies sitting pretty at <2 stability

Quote
  • New game start: etc
Easy multi-fleet starts look nice, though that THREE-CYCLE-LONG stipend seems generous.

Quote
  • In general: terrain that slows down fleets is where smaller fleets can run to get away from larger fleets
I'mma miss the drive-field-to-energy ratio but this makes sense.

Quote
  • Militarized Subsystems
  • Efficiency Overhaul
Optimize my fleeet HNNNG

So much more exciting stuff coming and I can't wait to absorb it all like a sponge!
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on October 20, 2018, 04:29:45 PM
Btw, just realized: forgot to mention in the initial posting that the Light Needler's range is reduced to 700.

You... Heh, I would have killed to have known about this since 2012.


Spoiler
(https://i.imgur.com/jGWXT7s.gif)
[close]

Haha, sorry :) Nice!


Also: 'added XIV Battlegroup ship not available to the Hegemony'
Whats this? New secret ship we don't know about?

:-X



I read Hyperstorm speed boost, but I see Hyperstorm Billiards!

... you're not necessarily wrong. I'll have to keep an eye on how it feels, it may be a bit extreme.

Easy multi-fleet starts look nice, though that THREE-CYCLE-LONG stipend seems generous.

Timed to peter out a bit after some colonies get off the ground. Might still adjust it, though - initially started out at 2 cycles, then buffed it to 3, but then re-did the economy which made early colonies more profitable. So might make sense to go back to 2 at this point.

Edit: it's also worth noting that with crew and officer salaries, a medium-sized fleet will just about eat up the stipend. So it's really meant to be an early-game booster that you gradually outgrow and replace with colony income.

I'mma miss the drive-field-to-energy ratio but this makes sense.

F

So much more exciting stuff coming and I can't wait to absorb it all like a sponge!

:D Can't wait to get it out, honestly.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on October 20, 2018, 04:34:18 PM
Lots of stuff.  Random comments.

Sat bombing destroys small colonies?  One of the endgame victory goals I want to do is destroy all (major) factions.  Faction elimination, here I come!  Mwahaha!

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.

Looks like Mauler will take another hit.

Nice that Mule will get composite mount.  The only Mule that interested me in 0.8 was Mule (P) for the universal mount (so I can put Heavy Mauler or HVD on it).

As for Odyssey, it looks like it will become the one standard ship that can use unguided large missiles (i.e., Hammers and Reapers) effectively.  More OP (and free hullmods I probably would not install) is nice.  Not sure how well it will do until I try it.

Aurora losing flux stats?  Ouch!  Looks like it will be pushed toward Safety Override brawler if it wants to attack with inefficient energy weapons.

I wonder if the hot-rod Falcon (P) is related to Marauder Falcon from Endless Sky?

P.S.  Can survey any planet unskilled?  Nice.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: MesoTroniK on October 20, 2018, 04:40:06 PM
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.

Burst Damage.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on October 20, 2018, 04:41:09 PM
I wonder if the hot-rod Falcon (P) is related to Marauder Falcon from Endless Sky?

(David came up with it, but with that caveat, I'm pretty sure it's not.)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Drone_Fragger on October 20, 2018, 04:46:28 PM
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?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Techhead on October 20, 2018, 04:47:14 PM
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.
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: MesoTroniK on October 20, 2018, 04:47:36 PM
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?

Considering the Heavy Mauler is a bit too good...
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on October 20, 2018, 04:50:26 PM
Burst Damage.
For what?  Overloading shields and nothing else?  Needle spray are not exactly ideal for attacking non-shield defenses.

For the ships likely to use needlers (i.e., not high-tech), burst from needlers seems at least as much a liability as an asset.

Quote
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: MesoTroniK on October 20, 2018, 04:56:36 PM
Megas, it is going to fire *fifteen* shot burst. It will be the Doom Slayer of shields.

This makes it distinct from other small and med KE weapons, in that it is specialized and very good at what they do.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on October 20, 2018, 05:16:16 PM
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.

800 range is worth 9 OP, but at 700 range, I have my doubts.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on October 20, 2018, 06:10:47 PM
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?

Its damage/shot is unchanged, so, yeah, 33% DPS nerf. Probably still mildly overpowered :)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Harabeck on October 20, 2018, 06:13:10 PM
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.)


Start with Apogee?! Confirmed best patch.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Eji1700 on October 20, 2018, 06:38:19 PM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Retry on October 20, 2018, 07:18:32 PM
Oh, this patch is looking juicy.  Really juicy!

I have some quick questions on the reworked Point-Defense hullmod:
Quote
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

Let's say I have three weapons: A Storm Needler, a tactical laser and a PD laser.

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?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on October 20, 2018, 07:41:01 PM
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.

Thank you :)

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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Spess Mahren on October 20, 2018, 07:51:21 PM
When a colony goes decivilized does the colony outright cease to exist and become essentially a uninhabited world with that modifier?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Embolism on October 20, 2018, 08:01:46 PM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: CrashToDesktop on October 20, 2018, 08:07:35 PM
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.

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.

(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...
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on October 20, 2018, 08:22:22 PM
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.

I mean, it's entirely possible I over-nerfed it. It was an incremental process, though - first I removed a fighter, *then* one of the guns, and *then* reduced the sustained firepower through flux - since at each step it still felt too strong.

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...

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.)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: TaLaR on October 20, 2018, 09:01:16 PM
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.

Hyperion (when correctly piloted by player) bypasses any shields, Tempest doesn't. Can't beat that efficiency wise (unless enemy is unshielded Hound or something alike, then it's easy pickings anyway).
Though I guess it does make Tempest better vs frigates, since aligning jump shot vs fast targets is quite hard.

Plus, Afflictor is the true king of frigate firepower (and will stay there even after losing QD, I think). But Hyperion is way safer to use, so it has it's merits.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on October 20, 2018, 09:05:04 PM
When a colony goes decivilized does the colony outright cease to exist and become essentially a uninhabited world with that modifier?

Yep. You can loot the ruins, too.

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 mean, the Hyperion is all about the teleporter, really. Tempest feels like it ought to have the firepower to live up to its name, you know?

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.

It's a behind the scenes mechanic, so I feel fine with it. If fighter flux stats were player-facing, then I'd share your sentiment.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Snrasha on October 20, 2018, 09:50:52 PM
Quote
Removed in-combat effect on ship speed
I loved this gameplay ;'(
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: craftomega on October 20, 2018, 10:11:47 PM
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".
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on October 20, 2018, 10:31:10 PM
Quote
Removed in-combat effect on ship speed
I loved this gameplay ;'(

Ah, sorry! Didn't feel right leaving it in with the campaign-level nebula change. If you really want it back, though, you can mod it in via a simple settings.json change.

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".

:)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Embolism on October 20, 2018, 11:55:15 PM
The Tempest has a bit too much. 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.

For that much firepower it should be specialised like the Sunder is, as it is the Tempest is pretty much jack of all, master of all. The Hyperion sacrifices a boatload of staying power, the Scarab can't mount mediums, the Tempest... can supercharge its firepower and have turbocharged PD and has superior flux stats and is tied for the highest top speed.

If it's meant to be this superadvanced and rare prototype then sure, except that's what the Hyperion and Scarab are; the Tempest is more like a general-purpose Wolf step-up.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: TaLaR on October 21, 2018, 12:41:51 AM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: HELMUT on October 21, 2018, 01:30:51 AM
The Tempest has a bit too much.

On the other hand, the Tempest now cost as much as a Hammerhead to deploy. Moreover, while its overall firepower increased, it probably won't be as flexible as before. Ion Pulser Terminator drone was pretty crazy, even more so when there was several of them freely roaming the battlefield. It's still going to be one of the strongest frigate, probably the strongest to use for the AI, but not as obscene as now.

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.

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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: SCC on October 21, 2018, 03:32:05 AM
Quote
  • Prometheus: Reduced fuel capacity to 2500
  • High Resolution Sensors: Can now be learned and installed on other ships.
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.
Quote
Plasma Cannon: Damage reduced to 500 and and flux/shot reduced to 550
When 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.
Quote
Solar Shielding: reduced cost, beam damage effect changed to reduce energy damage by 20% instead
I'm going to fight REDACTED (or Sindrian Diktat): the hullmod. Cool. I think I might mount it from time to time now.
Quote
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
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.

Assorted:
Defective Manufactory seems to be a bit too harsh, doesn't low speed also affect survivability for fighters, since more ordnance can hit them? Kopesh is nerfed a bit, maybe Piranha (especially with fighters coordinating strikes) will become competitive to it. Light mortars getting 100 bonus range means mostly that recovered ships can be effective for cheaper. Is there any advantageous for big fleets terrain remaining? It seems like it's all better for small fleets.
Spoiler
Quote
Adding new assignments is free while the command frequency is open
Wait, then what did it even do before?
[close]
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Embercloud on October 21, 2018, 04:46:05 AM
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.

High energy focus + phase lance = disco king
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Embolism on October 21, 2018, 05:45:39 AM
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.

That's what I mean though: ships like Hyperion and Scarab need player hands to be most effective. Now you'd be much more worried about AI Tempests whereas AI Hyperions/Scarabs are more "Oooh for me? You should've have".

The "feel" is all wrong. Not necessarily balance, just... the Tempest's current armament feels like it belongs on a slow heavy frigate, not a speedy attack frigate. If you described a heavy weapons platform protected against smaller threats by state-of-the-art PD drones I would've imaged a lumbering beast, not one of the fastest ships in the Sector.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on October 21, 2018, 05:48:23 AM
Yeah, I probably would skimp on Apogee's medium energy mounts if they cannot aim forward, although I probably skimp on them today already if I relied on plasma cannon.  Between Active Flares and tough 360 shield, it does not need weapons for anti-missile.

Does anyone think Ammo Feeder is overpowered on Lasher?  No?  Then High Energy Focus should not be overpowered on Tempest, especially since 1) it got more expensive to use (as much as killer phase frigate that can abuse decloak invulnerability frames like in a fighting game) and 2) it is stuck with inferior and inefficient energy weaponry.  Up until now, Tempest best strength is confusing the AI with its drone, otherwise, it is a variant Wolf that has omni shield but cannot skim.  If the drones cannot roam anymore, then Tempest might not be able to confuse the AI as well.

Plasma cannon, looks like it would be a more efficient, rapid-fire heavy blaster, sort of like a rapid-fire rocket launcher in a FPS.  Probably still no match for Mjolnir, but perhaps Plasma Cannon will be practical to use, unlike today.

Autopulse getting 30 charges by default will be like with free Expanded Magazines today.  Then again, the only ship that will be able to abuse multiple lasers is Paragon, since Odyssey will only focus-fire two instead of three, and Apogee cannot concentrate as many guns forward.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Embolism on October 21, 2018, 05:59:00 AM
The Lasher also sports small weapons only, has inferior flux stats, is slower and isn't defended by super PD drones. I emphasised "and, and, and" for a reason: it's the whole package of firepower, defence and speed with no real weaknesses that I take issue.

I'm well aware the Hyperion (and Scarab) remain superior in player hands, but the vast majority of the time you'd be fighting against these things (i.e. AI control), and with this change I think the feel and threat of fighting fleet Tempests and fighting the rare prototype frigate is all wrong.

Again if you described a frigate with heavy weaponry and defended against smaller threats by super PD drones I would've imagined something like the Brawler (which by the way should totally have AAF back: I have no issues with that because the Brawler has clear tradoffs, whereas the new Tempest does not).
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on October 21, 2018, 06:48:23 AM
Lasher has three small ballistics (rear two will probably be LMGs or Vulcans for PD) compared to two medium energy (about four small energy).  Plus Lasher has one more missile mount.  Given how inferior energy is compared to ballistics, I probably would call it even.  (Pre-0.8 Tempest could barely support two heavy blasters, it probably cannot now.  More likely now is either two pulse lasers or combo of pulse laser/heavy blaster and tac laser/graviton beam)  Lasher is slower, I give you that.  Defended by super PD drones?  Probably a nerf compared to drone attacking a ship to distract it, and loss of active flares.

On the other hand, you can have almost two Lashers for the price of one 0.9 Tempest.  (It is a reason why current Harbinger is terrible, you can get better results with two Afflictors or two Sunders.)

Tempest's main weakness will probably be the same as today:  horrible shot range (combined with energy's horrible efficiency), and unlike today, drone may not be able to distract the AI so well (because drone cannot roam).  Without an escape button system, all Tempest has to avoid getting blasted by a bigger ship, is omni shield and good old twitch skills, which not everyone will be good at.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Cyan Leader on October 21, 2018, 07:03:30 AM
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!
Couple comments:

Added Hegemony inspection

Huh, is that similar to the old inspections?

Goals are: (...)
Make salvaging without the skill but with Salvage Rigs a viable option, both in terms of rare items and resources gained

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?

Known hullmods no longer drop or show up for sale
Buying up hullmods will NOT increase the odds of remaining ones showing up

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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Bishi on October 21, 2018, 07:57:40 AM
So excited! Released in time for xmas? :D
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on October 21, 2018, 10:43:26 AM
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.

Wolf: 1x medium, 3x small, 2x small missile
Tempest: 2x medium (*1.5 from HEF if we're generous and assume 100% uptime), 1x small missile

So, 3 medium vs 1x medium, 3x small, and 1x small missile. Weighing 2 small slots as 1 medium, that's... actually even. Of course, the Tempest's "third" slot is flux free (but it's really not going to be 100% uptime, either), it's got drones (which are not at all reliable at actually shooting ships), and it doesn't have a mobility system - though it does have speed. The Wolf has a bit more OP, while the Tempest is a lot more expensive to field and maintain. As far as defenses, the Wolf is probably harder to pin down overall, while the Tempest - if it gets into a bad spot - is most likely just a goner.

It's definitely a better fighting ship than a Wolf, but I don't think it's half as clear-cut if you factor in cost, and its not by an insane amount in any case. The Tempest probably wins out as a later-game support ship (which is the point of the drones), but then it's probably not utilizing its HEF nearly as much.

All that said, I'll keep an eye on it; it did undergo substantial changes and it's likely *something* is out of whack.


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.

Hmm, yeah, that'll be interesting to see - always fun to see "skill" maneuvers like that. (Also, another thing the Wolf can do, and the Tempest can't - so it's interesting that a Wolf specialized in PD could possibly outdo it at that...)


Quote
  • Prometheus: Reduced fuel capacity to 2500
  • High Resolution Sensors: Can now be learned and installed on other ships.
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.

Unless I'm missing something, the Prometheus had a much better ratio - as it should - and it still has a better ratio after the change.

HRS is a "Logistics" hullmod, meaning it's limited to 2 per hull, not counting built-in. That last part means the Omen and Apogee are still special in that - in addition to getting HRS for free - they can also mount a full two Logistics mods.


Quote
Plasma Cannon: Damage reduced to 500 and and flux/shot reduced to 550
When 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.

I experimented with it a lot and this is pretty much the only place where it felt good but didn't either 1) completely outdo the other energy options or 2) turn out to be generally unusable by AI ships.

As it stands, we've got: Autopulse for general efficiency, HIL for anti-armor and pressure, Tachyon Lance for shield piercing/sniping, and the Plasma Cannon as a high-dps all-rounder that's not too good at any one thing. If you've got multiple large energy slots, there are reasons to go for just about any combination, since each one brings something different to the table.


Quote
Solar Shielding: reduced cost, beam damage effect changed to reduce energy damage by 20% instead
I'm going to fight REDACTED (or Sindrian Diktat): the hullmod. Cool. I think I might mount it from time to time now.

You all are missing the main reason to put Solar Shielding on, just saying.

Quote
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.

It's a "Logistics" mod, so there's an opportunity cost beyond OP. It also increases crew requirements - which in 0.9a means a higher monthly salary - and that's a significant balancing factor. It's basically a way to double its effective maintenance cost without making it cost more supplies, which would make it bad from a logstics point of view.

Defective Manufactory seems to be a bit too harsh, doesn't low speed also affect survivability for fighters, since more ordnance can hit them?

I mean, yes. Need a two-pronged approach here to make sure that both slow and fast fighters are affected. If it's one or the other than either fast fighters are too good, or slow fighters basically don't care once they get into range of the enemy.

I think I talked about this on Twitter, but in general, as far as Converted Hangar goes, the point is to make it a lot more of a committment and also something that changes the ship more. It's still pretty good with interceptors - I mean, it's not very expensive, and the higher damage taken etc is offset by not having a replacement rate penalty. With bombers is where it gets more interesting, since the OP cost is *huge*, but so is the gameplay effect of having basically unlimited missile support on just about any ship.

Is there any advantageous for big fleets terrain remaining? It seems like it's all better for small fleets.

Per the patch notes: "In general: terrain that slows down fleets is where smaller fleets can run to get away from larger fleets"

Spoiler
Quote
Adding new assignments is free while the command frequency is open
Wait, then what did it even do before?
[close]

You could manually reassign ships between existing assignments for free, but not create new assignments.


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!

:D

Added Hegemony inspection

Huh, is that similar to the old inspections?

Not at all, but keeping this intentionally vague.

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?

They don't, you're reading it right. Possibly awkward phrasing on my part; the point is just that you shouldn't feel forced to bring rigs (as you would if they got you more rare items) and that you can also still get good returns with rigs and without the skill (which is less rare items than with skill, but also no skill point investment).

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.

Yep - but then research stations get blueprints, so it's just a drop in the bucket.


So excited! Released in time for xmas? :D

:-X
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: CrashToDesktop on October 21, 2018, 12:04:17 PM
Thank you! I don't generally see a lot of feedback on the procgen, so this was really cool to read.

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.

(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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on October 21, 2018, 12:13:04 PM
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.

If you happen to see that again, could you grab a screenshot? Especially the "way too close or too far out" bit, that'd be interesting to see/possibly tweak. As far as being it jungle worlds in that position, that's more than likely just luck.


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.

You'll be able to once you colonize it!

If you're really serious about it, you could colonize, rename,t then abandon :D Just a minor matter of the expense.


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.

Did think about that! But then it's 2x medium and 1x large missile mounts, that seems... strong. And also identity-defining for the Apogee, turning it into a missile boat, which doesn't seem quite right.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on October 21, 2018, 12:28:32 PM
Another note: Terminator Core damage to fighters/missiles is 2x, not 4x. Forgot to update the patch notes after making that change some time back.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Inventor Raccoon on October 21, 2018, 12:36:47 PM
Heh, 4x did seem a tad absurd, watching the two drones absolutely tear Broadswords into pieces within a few shots.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Bribe Guntails on October 21, 2018, 01:38:23 PM
Quote
Solar Shielding: reduced cost, beam damage effect changed to reduce energy damage by 20% instead
I'm going to fight REDACTED (or Sindrian Diktat): the hullmod. Cool. I think I might mount it from time to time now.
You all are missing the main reason to put Solar Shielding on, just saying.

(http://biomediaproject.com/bmp/files/LEGO/gms/online/Mindstorms/Stormrunner/Stormrunner/images/splash_logo.jpg)

Added Hegemony inspection
Huh, is that similar to the old inspections?
Not at all, but keeping this intentionally vague.

Oh, I think I know EXACTLY what this is going to be all about.  ;D
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: FooF on October 21, 2018, 01:59:01 PM
Well, well, well. Exciting news all around.

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!

"Derelict ships in campaign will now show ship type in the tooltip." Thank you! Huge QoL improvement. I used to pause the game and zoom in to see the hull type.

"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?

"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.

I also like the IPDAI change. I really think we need to have a hullmod that does something similar except that the buffs are exclusively anti-fighter.

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!

Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on October 21, 2018, 02:24:16 PM
Oh, I think I know EXACTLY what this is going to be all about.  ;D

I wouldn't put it past you.


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.

Thank you! Hopefully it'll all work out as intended.

"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!

Negative. Let me just say that this is something you find.

"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?

Right, the clarity is "transponder is off, therefore I don't need to worry about reputation hits" vs "I need to worry some hard-to-quantify amount less".

"Removed Surveying Skill." Did Remote Survey get the axe, too?

Ohh, good catch. Hmm, let me just stick it under level 1 Salvaging for the moment.

"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?

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.

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.

A more careful reading of the tooltips - and the change log - may be in order :)


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!

Thank you!
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Bastion.Systems on October 21, 2018, 02:26:55 PM
We truly live in a blessed timeline.

Btw. really happy with all the burn changes.

Think about it: small elite wolfpack of super fast, tricked out high-tech frigates just causing chaos while near untouchable (until the supplies run out).
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: FooF on October 21, 2018, 02:31:20 PM
Ah, I see about Solar Shielding. Forgot that it nearly negates warp storm penalties (tells you how much I use it). Welcome to Pinball Wizard.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on October 21, 2018, 03:27:16 PM
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 HE overwhelming frag damage instead of kinetic.)


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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on October 21, 2018, 03:29:44 PM
Does this apply to Ion Beam and Tachyon Lance too?

It doesn't, no.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Thaago on October 21, 2018, 05:51:15 PM
I am quite happy with the large energy weapon changes (I mean I'm fricken ecstatic about all of it, but this is sticking in my mind as a little detail atm). The Plasma Cannon having acceptable anti-shield stats due to the better flux, but keeping a quite high anti-armor penetration due to shot size is going to make it a good generalist weapon, while the alpha strike of an expanded magazine autopulse is very nice. I'm not sure a Sunder has the flux capacity to even fire 45 rounds of autopulse in a row, but I'm sure going to try.

Fighter time ticking down whenever a fighter is in need of rebuild, rather than half of wing: I like this because it gives a bit more incentive for the few ship wings, which is good as they were a little weak.

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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on October 21, 2018, 06:18:19 PM
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.

Hmm - I mean, that Enforcer is going to be sorely lacking in other areas, right? Its fighters will be slightly better - rather, the fighters won't, but its fighter-related stats will be - but it'd still be extremely limited in other areas, both due to d-mods and CH costs.

I doubt that's going to be a solid basis for a fighter-based fleet; you'd probably be better off finding Condors w/o multiple fighter-related d-mods, or even with, just due to having more fighter wings for less deployment cost. It may be worthwhile to stick CH on a few ships in any case, but it doesn't seem like it'd be a clear-cut "avoid d-mod carriers" situation. It'd probably be more of a "just stick fighters on whatever hulls you've got" situation, which seems thematically appropriate.

It's also worth noting that fighter replacement rate is less of a god stat now that it only applies once instead of twice (which was a bug that made it go down to 9% of the rate at 30%).
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on October 21, 2018, 07:05:55 PM
Assuming civilians like Buffalos have the OP to afford the fighter wing, would it be better to use them instead of Enforcers if we rely mostly on Converted Hangar to do damage?  Civilians with Converted Hangar are not optimal, but they turn from useless in a fight to something mildly dangerous.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on October 21, 2018, 07:21:53 PM
It's a possible option, yeah. Depending on the fighter chosen, you could even fit in "Militarized Subsystems" to make the civ ship cheaper to deploy and less of a drag on your fleet stats-wise.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: CrashToDesktop on October 21, 2018, 09:01:15 PM
I could think of all sorts of nasty Buffalo Mk.II builds with Militarized Subsystems and Converted Fighter Bays.  Mmm.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Voyager I on October 21, 2018, 09:34:09 PM
I could think of all sorts of nasty Buffalo Mk.II builds with Militarized Subsystems and Converted Fighter Bays.  Mmm.

I think they call that ship the Condor.

It's pretty good!
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: arwan on October 21, 2018, 11:50:14 PM
one of the things i didnt even know i needed until i saw it in the notes.

Changed "primary role" strings for weapons to more accurately reflect their actual combat roles, e.g. instead of "Assault" or "Close Support", it's "Anti Armor" or "Anti Shield" or "Point Defense (Area)" etc

after i read the change i thought, you know that does make a lot of sense.

still cant wait till the next version releases. i want to get my grubby little hands all over it.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Gothars on October 22, 2018, 01:15:19 AM

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.)

\o/

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:)

Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Cyan Leader on October 22, 2018, 04:04:33 AM
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
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Thaago on October 22, 2018, 08:14:22 AM
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!
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Embercloud on October 22, 2018, 08:27:54 AM
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?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: lapersonaoval on October 22, 2018, 09:21:33 AM
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
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Dri on October 22, 2018, 09:55:00 AM
Every time Alex makes performance improvements he seems to eat them up by then turning around and upping the quality of the simulation—which ain't really a bad thing. So, requirements probably haven't changed by any appreciable amount.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on October 22, 2018, 10:03:33 AM
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 :)

I'm actually tempted to ask for a "hard" difficulty now, that keeps you in "single ship state" for a looong time:)

A spacer. A Mercury-class shuttle. A crushing debt.


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!

Thank you :)


Can we get a list of ships you start with if you pick the advanced starts (salvage expridition and merc force)

Apogee/Condor/Wayfarer/Shepherd/Dram
Hammerhead/Drover/Centurion/Lasher/Dram

The idea is in both cases to have a fairly balanced force that's a bit of a better showcase for what the game is about, and is also configured to handle things that might be annoying if the player hasn't figured out how to deal with them.

Any plans to add additional start scenarions in the future? Maybe faction oriented?

Hmm, not particularly. I'll probably adjust the current set, too - this is all pretty fluid and I just want to see how it works out. As far as faction-oriented, I really think that's better off staying in-game rather than in the new game dialog. I'm also not sure just how much I want to expand "player relationship with faction" mechanics; I think macro-level Sector event type stuff may be a more interesting direction to go in general. Still, will see.


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

(Yep, no problems understanding!)

The requirements should be about the same. I think overall performance should be better - but, yes, as Dri said, certain fights are also more demanding (for example, Orbital Stations and lots of fighters). One thing that should be considerably better is memory use, though. The new economy is *much* lighter in many ways.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Embercloud on October 22, 2018, 11:01:20 AM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Ali on October 22, 2018, 11:12:30 AM
Lots of great stuff in the notes!!!  ;D

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???

Hope to see more hull-mods in the future.. There is a good number of ships / weapons now although some official dreadnaughts / more capitals would be nice!!  ;)

Not sure how many spaces for future skills will be left now / how many skills per tree will be in game after patch?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Sutopia on October 22, 2018, 11:48:32 AM
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

Does Gryphon's missile autoforge recharge?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on October 22, 2018, 12:25:54 PM
Only thing is my beloved aurora's nerfed!!!  :'(

Had to be done! It's a fairly minor nerf all things considered; it's a fun ship and I'd like to keep it that way.

Also logistics flag will ruin my power-gaming!!!  :'(  Is there a way to turn this off in setting.json???

"maxLogisticsHullmods":2,

Not sure how many spaces for future skills will be left now / how many skills per tree will be in game after patch?

Not entirely sure at this point. I do think I'll cut down the total number of skills, but that's not set in stone.


Does Gryphon's missile autoforge recharge?

Yep, it does. Hmm. But then you're only really getting half the missiles with each re-deploy, for the same cost, so it's probably alright.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Ali on October 22, 2018, 01:29:26 PM
"maxLogisticsHullmods":2,"

Thanks so much for this!! and for your efforts that allow Starsector to be so modible and allow users to taylor their playthrough's to their individual tastes!!!  ;D

Ah, personally i hope you can maintain a wide selection of skills etc to give players plenty of choice!!! I was sadened at how much WoW cut content to keep a finite amount of skills to learn :(

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!!  :)

Looking forward to easier to find pirate battles in this update!! large pirate fleets have been unusually elusive in my recent playthrough's  :-\
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Gothars on October 23, 2018, 12:09:46 PM
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...


Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: TheDTYP on October 23, 2018, 12:54:13 PM
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...



So when Alex starts putting story elements into the game, I vote this should be a plotline. All I'm saying.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Carabus on October 23, 2018, 12:55:58 PM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on October 23, 2018, 02:34:20 PM
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.

That said, I do not know if storage of any kind will be 100% safe, given raids and all, not to mention storage fees if it is not your colony.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on October 23, 2018, 06:30:12 PM
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!!??... )

I think that's true as long as the options generally provide interesting choices, and it feels like with the current numbers, the options actually outnumber the choices quite a bit, if that makes sense.

Am sure you'll make a good decision regardless as Starsector is truly a marvel to play!!  :)

Thank you for the vote of confidence :)


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?

A red-handed ... techno-archaeologist, apparently.


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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Bribe Guntails on October 23, 2018, 06:41:50 PM
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.
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Cyan Leader on October 24, 2018, 02:11:32 AM
I'd prefer if they got re-rolled into non-hullmod items of similar rarity but this is a really minor point.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Gothars on October 24, 2018, 07:57:41 AM
•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

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.



•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

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.


•Added hullmods:

Looking forward to playing around with those civillian hullmods:)








Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Carabus on October 24, 2018, 08:07:20 AM
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.

I like this idea too. Could be combined with them "disappearing" from markets once you learn them. And make markets only ever have 1 hullmod per stack so you can't buy more. This way there is no way of double-acquiring one hullmod (as they won't appear in loot either), and also it won't look like a trade good to be sold, as you will never have it in your inventory. And without separate "learn" step there will be one click less. :)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: intrinsic_parity on October 24, 2018, 09:05:14 AM
If learned hull mods do not spawn, there is no point in having them be worth money. They only time you would sell them is if they were so bad you would never use them, or if you were abusing the method mentioned above (leaving them in storage 'unlearned' to farm more). Neither of these seem like desirable game mechanics. Maybe a third case where you are very desperate for money, but they aren't worth much, so that hardly seems realistic.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on October 24, 2018, 09:36:57 AM
This is a case where gameplay considerations trump logic or verisimilitude.  If anything, I would not like it because I get a bit less loot and feel ripped off, but since exact loot varies, player has no way of knowing if the hullmod would drop in the first place (if he did not have the hullmod).
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Embercloud on October 24, 2018, 10:00:12 AM
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 money
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on October 24, 2018, 10:10:23 AM
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.

Yeah, that may or may not be a direct inspiration for tech-mining. Aaand, yeah, I kind of had to approach the books as a "historical artifact" to get past that stuff - like, they're very interesting, but it's also hard to unreservedly recommend them.

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.

Well, the AI doesn't do that :) Right now, it's just a mechanic for the player to be able to do something to save one of their colonies. If the AI did do this, then it'd probably be possible to balance out with costs and alternate demands on credits. For example, does it do that, or does it launch a military operation to defend another system? As long as it's plausible, I think it'd be alright. A relief fleet is a nice idea, though; could definitely go in that direction if it were to get more fleshed out.

(It also wouldn't undo all of the destruction - you may stabilize the colony and prevent decivilization, but all of its industries are still knocked out for the better part of a year, and it may have gone down in size as well.)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: intrinsic_parity on October 24, 2018, 10:49:31 AM
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 money
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: TaLaR on October 24, 2018, 11:23:32 AM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Deshara on October 24, 2018, 02:48:27 PM
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.

that reminds me, hey Alex since you're implementing campaign-level costs to campaign-level logistics hullmods, and since I never use them bc my fleet is always so OP-starved for effectiveness in combat, how would you feel about a hullmod that translates the OP cost of all logistical campaign-level hullmods into increased operations costs & free up OP for combat, as a reward for late-game fleets that have a hefty income in need of a profit sink that feeds back into combat?

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.

the reason I fell so deeply into this game is bc I was stuck playing on a potato (and a mac, at that lmfao)

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...

you know it doesn't sound like it'd be that much work for someone to mod (or dev ;) ) in a starting screen dialogue that lets you select ships in your starting lineup to "sell", the game starts in a retreat battle with an overwhelming force that'll salvage after the battle and then disband and all the ships you sold have malfunctioning burn drives & can't flee the battlefield but you start with their market value in cash.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Goumindong on October 24, 2018, 11:01:23 PM
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.

True, but diagetically selling hullmods doesn’t work.

Hull mods take up space because everything takes up space but otherwise they would be zero.  They’re not things you install but rather learn. The problem is that hull mods could not be treated as a commodity and would be difficult to implement into the game terms of acquiring... as everything else goes into inventory and is a commodity.

So if you use a hull mod think of, instead of this being a value to you, that you have lost the ability to sell exclusivity rights.  It was exclusivity rights that were being bought when you sold a hull mod, rather than the thing itself. The main colonies make money by selling their knowledge... but only if things they don’t feel they need exclusive use of. Others won’t buy wheat you have learned because you cannot sell them what they want, which is the right to use it exclusively.  Not the right for you to dilute their use by selling it to someone else
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on October 25, 2018, 12:55:29 PM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Sutopia on October 25, 2018, 03:52:43 PM
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
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Baqar79 on October 25, 2018, 08:06:27 PM
Many thanks Alex for the new notes!

Apogee Fan wall of text to follow.....

As someone that fell in love with the Apogee during my iron-mode play-through, the Apogee is already an excellent cruiser:
-1st Rate shields (0.60 base)
-Large Energy & Large Missile hardpoints
-Reasonably good base speed (60)
-Decent amount of cargo space
-Built in High resolution sensors and surveying equipment (Excellent for reducing surveying costs in the current version).

With the right officer perks and hardened shields you can get the shields flux down to 0.32/Damage, making them extremely tough.  I use Locust SRM'S and a converted hanger with a Xyphos wing for additional PD support (not to mention the built in Active Flare launcher) to make it an excellent anti-fighter platform/tank, and use an Autopulse & 2xMedium Gravitons and a Tactical laser for primary damage (it's forward damage is it's weak point, and I'm short on OP after all the hullmods I have installed).  This current configuration works best against swarms of fighters, but holds up well against any other high damage sources; there were very few cases that I was concerned even on iron-mode due to the overall durability of the Apogee.

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).

Looking at the changes:
"Reduced fuel/ly to 2"
-This is a rather nice buff, makes sense for a long range exploration ship to get better fuel/ly, and it becomes an even nicer choice for exploration/surveying/salvaging.

"Increased fuel capacity to 200 and cargo capacity to 400"
-Small, but nice little buffs, I guess it is being moved further into an explorer/salvaging role, which suites my current play-style :)

"Changed arc of large front hardpoint to 10 degrees (was: 5)"
-Don't think I really noticed this...or perhaps I did at first but learned to work with it as I familiarized myself with the Apogee.

"Reduced deployment and supplies/month costs to 18 (was: 25)"
-It may be because I love level 3 energy weapons (and exploration), but I've tried the Aurora, Dominator, Doom (well it is getting buffed now..), Eagle & Falcon and the Apogee is my favourite of the lot.  If the other cruisers got OP reductions as well I would feel better about this change, but otherwise it seems a bit too much for the only cruiser with a Level 3 Energy weapon and 0.6 flux/damage shields (If you have to nerf anything, please leave the shields at 0.6; the best feature of the Apogee IMO is it's ability to take huge amounts of shield damage).

However:
"Changed coverage of medium turrets to not cover front and overlap in the back"

This is a bit of a downgrade, but the Apogee is pretty weak in terms of forward firepower.  I admit I only use the two Medium's for Graviton beams, but I'm running short on OP (Lots of hull-mods, and no vents or capacitors).  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)?

If the reason for the change is to reduce it's forward firepower, then perhaps those medium energy turrets could be removed and replaced with non-removable 360 degree Point Defence system (eg something like the monitor's Flak), it's already a tough ship, but I feel that this would be much more useful then having two rear-only firing medium energy weapons.

Another separate thought is that the forward-most (left side) small energy turret only covers the back & side, while the other small energy turret (rear, right side) overlaps a little on the front.  With the changes to the medium energy turrets, only a single small energy turret will now be able to cover part of the front (rear, right side one).  If you could rotate the arc of the forward-most small energy turret 45 degrees or so clockwise so that it covers part of the same arc in the forward position as the other small energy turret then at least they could both provide focused fire on front located threats with PD weapons or be equipped with tactical lasers to provide a bit more extra DPS to make the loss of the two front facing mediums a little easier to digest.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on October 25, 2018, 08:35:18 PM
Thank you for the writeup, it's always fun to read something in-depth!

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).

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.

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)?

(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.)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Baqar79 on October 25, 2018, 09:38:38 PM
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.

Ahhh...so it is, I read the notes incorrectly as a discount, whoops!. 

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?

(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.)

Fair enough, I can easily accept the cost reduction as part of that deal, but I guess then the medium mounts don't really seem to have a clear role/purpose, hence the thought of removing them all together and replacing them with a fixed built in system with better coverage, but perhaps that will be the same problem with the overlap that you don't like.  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?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: intrinsic_parity on October 25, 2018, 09:44:31 PM
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?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on October 25, 2018, 10:08:10 PM
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?

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.)


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?

Yep, it's just not positioned well for that.


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?

Generally speaking I want to be restrained with built-in weapons and such to keep them special. I also don't really like making "regular" weapons built-in; the Monitor is a bit of a special case, not something I want to add more of, if that makes sense. That said, yeah, the mediums are of limited utility - but even if they end up being used for small PD, that's not too bad.         
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: CrashToDesktop on October 25, 2018, 10:15:02 PM
For me, the Apogee has first and foremost been a support ship.  Always have a couple other ships, even if only frigates, along with it, as it was never designed to deal with other enemies completely on it's own.  200 extra Kinetic beam DPS from Gravitons was never a considerable amount of damage due to beams not causing hard flux (and was only really effective against cruisers or larger due to the arcs being directly forward, meaning there's a wide gap).  So that nerf doesn't affect me in the long run, but I'm glad for the other buffs especially.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: TaLaR on October 25, 2018, 11:35:48 PM
Apogee could stand on it's own with Autopulse or Plasma (losing 2 Gravitons in forward arc would probably make this unfeasible).
But then there is a problem of being slow and short ranged (hard flux range) at the same time. You can win against faster+longer ranged opponent because AI is fairly bad at range management, but it's still better to not put yourself in such disadvantaged position by piloting one of better ships.

Hmm, considering that Needlers are obsoleted in next update (at 700 range they are inferior to Railguns for most practical purposes), Apogee might be actually decent in next update.
Needlers were Apogee's main weakness, HVD on something like Hammerhead has just low enough damage/fire rate to be vent-tankable till enemy CR runs out.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Baqar79 on October 25, 2018, 11:37:54 PM
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.)

I'm not really sure; if the speed is decreased and the damage taken is increased, then I would think it would be less able to take evasive action to reduce the incoming damage, making it still more fragile.  Though it is more the cost increase that seems excessive, currently I need 30 OP for the converted hangar and Xyphos wing, this gives me:

2 x Burst PD lasers (14 OP worth)
2 x Ion Beams (24 OP worth)

Alright, so looking at that a 50% increase isn't that bad and will bring it in line with the cost of the weapons they use (it feels expensive, but even these numbers are telling me that it isn't true).  Well looks like I've taken the wind out of that argument, but there is still the remaining OP cost of the hangar itself (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).

Maybe you could apply a bonus depending on the size of the ship the hangar is installed on:
Destroyer: -33% speed, +50% damage taken
Cruiser: -22% speed, +33.3% damage taken
Capital: -11% speed, +16.6% damage taken

In any case I like the changes for the Apogee for the most part, I'll miss the damage a bit and I'm just a little lost as what to do with those medium energy mounts now (kind of almost wish they would just disappear all together so I don't have to think about it), but those amazing shields are still there so it's all good.

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?)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Algro on October 25, 2018, 11:54:24 PM
It's kinda sad to see the Apogee losing its two medium weapon slot frontal firepower because of the ship layout.

Apogee is my favorite ship and has always been since the 0.6 era, the extended 20% increased firing range was what made it unique out of the bunch. Although this was changed it still had its shields and my favorite heavy + medium long-range laser combo for map control.

My usage of this ship is to equip only a Locust, a Plasma Cannon, and two medium graviton beams. Using hull mods this ship can have massive flux dissipation rates, amazing shields, extreme range and complete usage of its only large energy mount. In this setup, everything counts, the two beams lock the enemy in place 1000+ range away and most importantly doesn't let the opponent recover flux. (I use no small slots because I expect some sort of escort)

But with this change, by losing two medium weapons, it almost loses all of its ability to keep its pressure on 1v1 engagements, and thus truly turning the Apogee into a support ship with only two large slots. This could be the intention, but it still nonetheless takes a massive chunk of its fighting potential away from 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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on October 26, 2018, 05:18:12 AM
@ TaLaR:  Only light needlers are losing range.  It seems heavy needlers still keep 800 range.  That said, I agree with you that light needlers will probably be obsolete if railguns are an option.  Not only that, but refire delay will be even longer, so unless it outright overloads shields (for significant duration) like AM Blaster, so-called "burst damage" will be a wash.  OP totals for most ships are low, and I do not want to spend 2 more OP on a fancier railgun than a basic railgun.

Thought about heavy mauler a bit, and with its DPS cut, it seems it will go from all-purpose weapon to pure sniper weapon when range is paramount (like Gauss Cannon).  It may seem too much of a nerf if all else stays the same.  With less DPS, it would be nice if either accuracy is improved (heavy mauler's accuracy degrades enough with sustained fire) or its OP cost lowered a bit (to 10 or 11).

Also, Heavy Mauler will no longer be a pure upgrade over Heavy Mortar, but a sidegrade instead.  That is, trading DPS for range.  We have two medium HE weapons for mid-range combat or longer.  Heavy Mortar, which is slow and has 700 range, and Heavy Mauler, which will become a HE HVD with less accuracy.  I don't know about you (no one in particular), but Heavy Mortar is a bit of a pain to use, with slow shot speed and only 700 range, and mauler will fire slower, so two slow-firing weapons.  Currently, Heavy Mauler is the one HE to rule them all and clear upgrade over Heavy Mortar, but that will no longer be the case.  This means we will no longer have a fast, high-powered anti-armor medium weapon to use.  Basically, a new gap in medium anti-armor weaponry.  I almost want the classic Assault Chaingun back, but with better accuracy and 800 range.  In other words, I would not mind a clear medium-range upgrade over Heavy Mortar that costs 10+ OP, whatever it is.  Could be super LAG/chaingun or single-barreled Mjolnir with 800 range, anything aside from slow mortars or weak mauler.

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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Schwartz on October 26, 2018, 07:09:51 AM
Yeah, Apogee will be more awkward to play with different medium arcs. I'm not sure what its role will be... it had good shield efficiency and was a bit lumbering, lending itself well to the sniper role. Now it's supposed to go into the thick of it, but it's not that agile for a front-facing gun boat.

Needlers did not need changing imo.
Mauler nerf is a bit much, half that would have been fine.

That's about it, everything else is AOK and I look forward to the changes.

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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on October 26, 2018, 07:22:31 AM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Sutopia on October 26, 2018, 07:46:35 AM
I kind of wonder what arcs do Apogee's med energy mount get then?
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on October 26, 2018, 07:53:35 AM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: CrashToDesktop on October 26, 2018, 08:59:16 AM
I kind of wonder what arcs do Apogee's med energy mount get then?
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.
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).
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Sutopia on October 26, 2018, 09:09:07 AM
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...

I've never considered using plasma cannon for Apogee, though. Considering it's cruiser hull, I prefer tachyon lance/tactical laser and squall build. As squall constantly build hard flux, tachyon lance starts to arc and rip the armor/hull. It doesn't have speed like sunder to gun and run thus range is quite essential.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: TaLaR on October 26, 2018, 09:13:19 AM
@Megas
Yeah, it seems Heavy Needler does not get range nerf.

And you are correct that we won't have a decent HE weapon to pair it with. Heavy Mortar is too short ranged (700, but efficient range is even less due to shot speed) and Mauler is really low dps.
At this rate, Heavy Blaster will probably be the best medium 'HE'.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on October 26, 2018, 09:45:04 AM
At this rate, Heavy Blaster will probably be the best medium 'HE'.
Not for ballistic mounts, which cannot use it.

Heavy Mortar's 700 range and slow shot speed makes it an awkward pair for Heavy AC/Needler.  Currently, Heavy Mauler is good enough to pair with AC/Needler (when HVD DPS is not enough), but not with the altered one in 0.9.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: intrinsic_parity on October 26, 2018, 10:06:56 AM
I definitely agree that the forward small energies on apogee could use some change, they are pretty useless
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on October 26, 2018, 10:29:07 AM
Before 0.8, small energies were useful for AM Blasters or ion cannons for close range builds with autopulse up front and heavy blasters on the rear medium mounts, when AI did not cower and stall.  Even tac laser poke was handy before 0.8 because AI always kept shield up if in range.

Today, I am better off leaving them (and other mounts) blank so I have enough OP to tank up on flux stats and use plasma cannon effectively, maybe add Locusts as a finisher.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on October 26, 2018, 11:09:45 AM
(That hangar/hanger will take some getting used to, so I may accidentally swap in the 'e' at anytime, so I apologize in advance :) ).

It's the effort that counts :)

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.

My Favourite Apogee configuration in 0.8.1a:
Spoiler
(https://i.imgur.com/xYpMqeC.png)
[close]

Cool! I'm a fan of the Locust myself, it's really versatile.

(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?)

It's rounded, so it'd be 23 OP.


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.

Yep, very much this. Keep in mind it's also way, way cheaper to deploy now.


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.

I haven't actually experienced this myself, so it's not a universal thing, though I do know what you're talking about. In general, things should be better in this department becaus of some changes to the combat sounds which separate them out into different frequency ranges more.


Re: Heavy Mauler - hmm, I think you all might be 1) underestimating how great it was to begin with, and 2) overestimating the importance of raw DPS for an HE weapon. I guess we'll see how it plays out, though!

I will say that in general I'm ok with the "medium HE" niche being somewhat underwhelming because that's a gap that can be more easily filled in with missiles of various flavors.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: FooF on October 26, 2018, 01:26:59 PM
re: Apogee

For being a potential starter ship, it has to be toned down. I think for an exploration vessel, medium hardpoint arcs notwithstanding, it's still pretty well-armed. That it's able to do its intended role now is just par for the course.

re: Heavy Mauler

It really was The King and nothing else came close. That it's nerfed doesn't make it bad, it just puts it on par with everything else. It's closer to the HVD now, which is still a good weapon. It still crushes armor and at range. Misses will hurt a lot, though.

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. :)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on October 26, 2018, 01:51:10 PM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: intrinsic_parity on October 26, 2018, 02:39:35 PM
Same place as all the flux efficient energy weapons  :o
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Deshara on October 26, 2018, 02:54:00 PM
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.

bigger ships have bigger hangers, but need more of their hanger for critical operations.
Semi trucks might have more tires than a pickup truck, but that's because it needs more tires and using those increased amount of tires as storage space (to smuggle) comes at an increased risk of mechanical failure and therefor increased operational costs which is then offset by an increased focus on repairing tire & axel wear by the maintenance crews who are already going to be seeing this truck anyway (and therefor doesn't increase the operation cost) but does accrue a opportunity cost in that there are fewer work-hours for them to work on other areas of the truck, such as streamlining it for performance and efficiency over long-hauls, or increasing the turning rate of its guns or equipping it with shielding for flying thru the outter sphere of the sun
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: zeno on October 26, 2018, 06:52:58 PM
imo Apogee losing frontal coverage on the medium mounts make them pretty much useless.  I wouldn't even put PD in them, because the return for OP cost is just too low (not to mention Flare + Locust is more than enough PD for any reasonable fight).  Instead, I'd just leave them empty and use the OP savings for Hardened Shield to make Apogee's already efficient shields near impenetrable.  Perhaps consider making the two mediums asymmetric and leave frontal coverage on one of them so putting in a support weapon like ionbeam or graviton is still an option?

RE: salvage expedition starting scenario
This is a change that I never knew I wanted, and I couldn't articulate why at first.  After thinking about it for a bit, I realized what this effectively does is shine a spotlight on a ship that's very interesting on paper, but in reality is seldom used, because by the time the player can find/field an Apogee, he's no longer in a phase of the game where using it as a flagship is powerful.  But by having access to it from the get-go, the player now have good reasons to use it and really learn to love it.  This is the same reason why folks disproportionally like the Hammerhead, even though objectively it's merely a decent destroyer.  But because it's available right from the tutorial, it just tears through everything as a flagship.

If possible, I think this is something that's at least worth a little bit of further expansion to give the same treatment to a few other rarely used ships.  A couple of candidates I can think of would be Scarab and Shade.  Back story can be something like a Pirate Raider start, where you just stole a rare ship from TT, who's now hostile to you from day 1.  The twist is that you start in orbit around Culann Starforge, and the first order of business is to take your stolen ship and get out of Hybrasil, alive =D
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on October 26, 2018, 07:17:03 PM
There used to be a "privateer" Scarab start at v0.7.2, with hostile Tri-Tachyon.  Repairing reputation took a long time, up to about midgame and higher levels (about high 20's or low 30's).
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Linnis on October 27, 2018, 06:28:22 PM
If Apogee could have the two frontal small mounts placed closer to the large that would be so awesome.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Algro on October 28, 2018, 11:13:01 PM
This just came to mind, but wouldn't it be a 'thing' to face long-range enemies with the back of the Apogee (which the two mediums now converge) and then turn back to the front after the large energy finishes recharging or comes into range?
Sounds stupid but actually makes the mediums worthwhile after the change...

Talking more seriously though, I would be sad if this change makes the Apogee a non-late-game ship. This change generally makes it more available and cheap, but I've always associated it being a state of the art technological gem -- rare, expensive and extremely potent. Therefore, I would strongly go against it being a beginner ship, punishing the Apogee for being the only explorer in the game and instead make another ship to fill the 'early scout' role.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: TaLaR on October 28, 2018, 11:30:42 PM
Apogee after the changes seems logistically effective (compared to combo of combat ship + cargo hauler + fuel tanker), but that's about it.
It's still badly threatened by single Hammerhead less than half it's supply cost (which is faster and has more effective range).
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Sy on October 29, 2018, 08:33:25 AM
re Apogee:

i actually really like the turret arc change, because it feels like a ship that should be good at going on long solo voyages without much in the way of escorts or additional logistics ships. and the new stat changes further reinforce that (even if the vanilla Apogee start does give you escorts too).
but one of the biggest issues with large ships going solo is that they are very vulnerable to being surrounded by a bunch of smaller ships, even if those are individually quite weak. Apogee now having medium turrets that cover its rear and flanks, combined with the efficient 360° shield it already had, should help mitigate that vulnerability. and against larger threats, it still has decent frontal firepower.

range could still be an issue though. even as a cruiser with DTC/ITU, its medium energy turrets will only have ~800 range with anything that isn't purely a support weapon, and can easily be outranged by most destroyers with ballistics, even Derelicts.. i have a couple ideas that could help with this, but all of them would probably be significant buffs, which i don't think it needs, especially with the improved logistics stats and lowered costs. :/
the large missile mount can help with this as well, but it will generally only be either good at pressuring shields, or at breaking through armor, and still relying on non-missile weapons to fulfill the other role.

overall though, with the more interesting terrain effects, and surveying becoming much more meaningful, i'm really looking forward to doing a solo Apogee exploration run! :]
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on October 29, 2018, 12:17:48 PM
The easiest way to solve the range weakness for Apogee is turn the large energy to hybrid so it can use Mjolnir instead of crappy energy and maybe give it a flight deck whether naturally or Converted Hangar or the like.

With its overhead costs decreasing and its capacities raised, it is moving away from a tanky warship to a high-tech hybrid.  With less cost, it cannot stay on par with Dominator/Eagle/Aurora.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: ArkAngel on October 29, 2018, 03:52:37 PM
Considering the Apogee’s original design was as a exploration ship, I think making it less combat oriented and more pointed towards survivability/exploration was a good moce. I’ll still miss it as my favorite combat flagship though.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: CrashToDesktop on October 29, 2018, 10:26:45 PM
Giving the notes another glance, I see that the Luddic Path are getting "cells".  Does that mean there's going to be more blasted Pather bases throughout the sector?  Does that also mean reputation is different between the cells?  And if they are, how will that be represented on the UI?  Or am I completely wrong?  Same idea with Pirates getting more bases - just more bases or is it something more?

Also, in regards to sector generation, this type of stuff feels a bit odd at times.
Spoiler
(https://i.imgur.com/LtSYEmW.jpg)
[close]
While exquisitely beautiful, that ring system is just far too large and too close to the parent star. :)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: intrinsic_parity on October 29, 2018, 11:11:15 PM
I think that relates to the new pirate base and pirate raid mechanics. Pirate bases can spawn randomly and send raids to nearby outposts but they can also be destroyed (June blog post), so I imagine pathers will do the same. I think pirate rep is now hard locked at hostile, so pathers might be the same in that regard as well.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Embolism on October 30, 2018, 01:25:25 AM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Linnis on October 30, 2018, 02:54:50 PM
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.

The path could be friendly if you have church friendly and TT and HEG unfriendly?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: intrinsic_parity on October 30, 2018, 05:04:30 PM
It would be cool if there was some special event that could alter your relationship with pirates/path. I like the idea of fixed relationships, but maybe with the addition of more narrative based content, there could be some special event that causes your relationship to change to neutral. Maybe bombarding a core hegemony world, or assassinating a hegemony admiral gains you respect within the pirate community. I'm remembering the escape velocity Nova stories fondly while thinking of this.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: CrashToDesktop on October 30, 2018, 10:14:59 PM
Is it just the Pirates and Pathers establishing new bases to go raiding?  Seems like there should be more than that to it.

Hm, I'm a bit concerned over the -33% Speed that Converted Hangars and Defective Manufactory give to their fighters.  Some of the slower fighters already struggle to keep up with faster carriers like the Heron and Drover, let alone faster combat ships that you might install Converted Hangars on.  All the non-REDACTED vanilla bombers plus the Warthog, for example, would be completely unable to keep up with a Drover that has the 0-flux boost going if it had the Defective Manufactory d-mod.  If any ships have speed modifiers, then the gap becomes bigger and some more fighters might lag behind.  Having the Wing Commander skill solves most of these issues, but I feel like this is an important enough thing to point out.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on October 31, 2018, 04:45:56 AM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on October 31, 2018, 02:43:23 PM
I don't want to go into the details of Pather "cells" too much; let's just say that it's a colony condition with various mechanical tie-ins to things.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: CrashToDesktop on October 31, 2018, 05:22:34 PM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: TaLaR on October 31, 2018, 08:11:10 PM
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.

Yeah, it's badly needed anyway. For example to restore fighters while being threatened by some beam-boat which is not dangerous to the carrier itself, but can easily pick fighter as they respawn. Or to prevent fighters from suiciding into Flash mines.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Blaine on October 31, 2018, 09:30:30 PM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: CrashToDesktop on October 31, 2018, 09:51:22 PM
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.
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: TaLaR on October 31, 2018, 10:36:15 PM
New converted hangars seem to be purpose-built for Talons - they are cheap, so even 50% extra it's just 3 OP. Fast enough to remain useful with 33% speed penalty.
Will respawn at full rate, and I don't care much about their survival after launching swarmers.

Might be also good for some bombers, IF you can keep attrition down. Longbows are fairly easy to keep safe, for example.

But anything slow or stuff that needs to tank damage as normal part of lifecycle is out. For example, Warthogs fail in both ways.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on November 01, 2018, 08:28:38 AM
0.8 Converted Hangar is already purpose-built for Talons, and maybe Claws too, because replacement rate for anything else is too slow, thanks to rate penalties and no Expanded Deck Crew.  Not to mention it is hard to afford it without Loadout Design 3.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: fall19 on November 01, 2018, 09:15:08 AM
so is the update coming before Christmas ?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Grievous69 on November 01, 2018, 09:42:48 AM
Which one?
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on November 01, 2018, 02:16:57 PM
so is the update coming before Christmas ?

Hi, and welcome to the forum!

:-X


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.

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.)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: CrashToDesktop on November 01, 2018, 05:12:57 PM
Seems fair, I suppose - it sounded a lot worse than it actually is.  What about the inherent problems that the -33% Speed Penalty that Converted Hangars and Damaged Manufactory give?  Mostly bombers being unable to keep up.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on November 01, 2018, 09:18:58 PM
That's a good point - let me make it so that fighters can always at least somewhat keep up when ordered to regroup.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: MesoTroniK on November 01, 2018, 09:54:46 PM
Heh, so a rubber band catch-up mechanic (like many racing games) when a regroup is ordered.

Seems fine mostly on paper, but also seems like it could sort of be lightly exploited say if the carrier itself is under attack. Ordering a regroup instead of an engage order on one of the specific ships attacking the carrier, would result in them getting back faster. Huge problem? Eh not really, but is something to keep in mind.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: TaLaR on November 01, 2018, 10:00:59 PM
Yeah, this sounds gamey. Could we just order fighters to stay docked instead? It would be useful in some other contexts too.
Then again, we already get reduced reinforcement rate loss from just setting fighters on regroup (before they actually reach regroup position)... So it may be a lost cause by this point.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on November 01, 2018, 10:29:16 PM
I mean, fighters already get a speed boost when moving into position relative to their wing leader, and I don't remember anyone worrying too much about that :) So just think of this as improving the consistency of fighter mechanics across the board.


Could we just order fighters to stay docked instead?

Hmm. It's more controls, it reduces the ability of pressure on the carrier to deal with its fighters, and it reduces the ability of the player to at-a-glance evaluate the state of a carrier's fighters, both friendly and enemy.

For this particular case, I think it also probably wouldn't work very well because it would still require fighters to catch up with a moving carrier, or for the carrier to stop/slow down - which is actually a tough problem to solve for the AI, because of so many conflicting considerations, and a pain for the player.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: MesoTroniK on November 01, 2018, 10:30:33 PM
How much of a speed boost are you talking about here Alex? For catching up with the carrier when set to regroup.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on November 01, 2018, 10:35:01 PM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Chronosfear on November 02, 2018, 11:09:57 AM
Spoiler
so is the update coming before Christmas ?

Hi, and welcome to the forum!

:-X


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.

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.)

[close]

STAP teasing use... it hurts that we are not allowed to play  ;D

I also think the Warthog nerv is to much while Talons for 2OP seems fair.
It was OP but I am not sure if its still worth using. But well we just need to test it... sooooo let us test it?  ::)
The rest seems solid pretty solid to me.

Honestly I'am very hyped to play the next version ... again ...
Great work. Keep on it!
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on November 02, 2018, 11:46:47 AM
Sorry not sorry :)

(An update on that Enforcer: took on a tough bounty and managed to win after quite a few tries. Then tried it with a more conventional loadout for the Enforcer, still under AI control - Mauler, Hypervelocity Driver, and so on. Didn't feel different in terms of difficulty, so the CH build doesn't seem like it's *too* far off. I'm putting points into combat skills, though, which 1) indirectly buffs any support builds and 2) means that what the flagship does matters a lot more than what the other ships do.)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: CrashToDesktop on November 02, 2018, 11:49:10 AM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Vayra on November 02, 2018, 06:07:02 PM
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!
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: CrashToDesktop on November 02, 2018, 07:14:04 PM
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.

Though, come to think of it, the Warthog currently as it stands with these changes would be crawling along at 86 speed with the -33% speed bebuff when Engaged.  That's brutal, it's a suicide mission for those guys.  Better be packing Recovery Shuttles.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Megas on November 02, 2018, 07:35:47 PM
I think that Recall might become poor-man's recall device.  For a ship that is faster than its bombers, it might sense for ship to Recall after bombers drop their bombs so they return faster, then toggle back to Engage after they return to rearm.

Perhaps bombers returning to rearm should automatically speed up to Recall speed (if that is faster) so that player does not need to fiddle with the Engage/Recall toggle to squeeze out maximum performance.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on November 02, 2018, 07:53:57 PM
Good point, did that. This is not going to affect much - just some of the bombers, and then only with the CH/etc speed debuff, not much else - but might as well.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Cyan Leader on November 05, 2018, 10:25:44 AM
Has there been any changes to music in the new version? As in combat music and things like that.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Bishi on November 07, 2018, 05:53:45 AM
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!  ::)
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Embercloud on November 07, 2018, 03:03:03 PM
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.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: AgroFrizzy on November 11, 2018, 08:25:57 AM
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.

This. I've been checking twitter for updates too. It's madness.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Merxe on November 11, 2018, 11:19:31 AM
I just finished Witcher 3 and thought "let's go see if that Starsector patch has been released".
Damn :(

Well, more waiting I guess.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Grievous69 on November 11, 2018, 11:22:20 AM
Ffs every time someone posts something here I get a mini heart attack, guys please stop I can't take it anymore.
Title: Re: Starsector 0.9a (In-Dev) Patch Notes
Post by: Alex on November 11, 2018, 11:35:52 AM
Locking the topic for the time being :)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 10:00:34 AM
It's out!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Gothars on November 16, 2018, 10:02:00 AM
 ;D

I have a date in thirty minutes and this is gonna be real hard to explain...
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Inventor Raccoon on November 16, 2018, 10:02:07 AM
Well, see you next week, everyone. I have an update to play.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: CrashToDesktop on November 16, 2018, 10:02:40 AM
I would appear as if we scarified our goats correctly, we got the update! :)

I think I can die in peace now.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cyan Leader on November 16, 2018, 10:03:19 AM
Thank you once again Alex, I'll see you guys on the other side.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Volken on November 16, 2018, 10:03:44 AM
(https://i.imgur.com/0arnsky.png)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Destructively Phased on November 16, 2018, 10:03:53 AM
... Well, there goes any chance I had of completing any coursework this weekend.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: ciago92 on November 16, 2018, 10:06:46 AM
Hotlink in the news bar doesn't work

e: Nor does the link in the first post. Did we hug it to death or is stuff behind the scenes changing still?

e2: the buy tab on the main site works
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 16, 2018, 10:08:47 AM
So much for the rest of today.

Almost one month after the last patch notes.  History repeats.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 10:10:28 AM
I have a date in thirty minutes and this is gonna be real hard to explain...

I am so, so sorry :)


Hotlink in the news bar doesn't work

Ahh, thank you! I used the permalink from the WP editor there but as I started the post yesterday, and the link contains the date, it was wrong. Fixed it up.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 10:12:14 AM
Btw, modding-wise: just deleted the old javadoc and currently uploading the new.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 16, 2018, 10:17:25 AM
;D

I have a date in thirty minutes and this is gonna be real hard to explain...
The game can wait.  A good person, not so much.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sarissofoi on November 16, 2018, 10:21:32 AM
Bug report.
I get stuck in tutorial because prospector neutral fleet steal my pirates that I suppose to defeat. The first combat in tutorial ever.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 10:22:22 AM
Argh. Thanks for letting me know, will fix that up. Hopefully a rather unlikely occurrence.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SeinTa on November 16, 2018, 10:23:15 AM
Best news today!

Thank you!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: arwan on November 16, 2018, 10:25:09 AM
i have been checking daily to see if 0.9 had released.. loaded up the site saw that it was "out" and instantly heard trumpets playing..

https://youtu.be/sKfGFz84eFI?t=15 (https://youtu.be/sKfGFz84eFI?t=15)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Gothars on November 16, 2018, 10:27:53 AM
;D

I have a date in thirty minutes and this is gonna be real hard to explain...
The game can wait.  A good person, not so much.
^

To be clear, the explaining that has to happen is: what exactly is the reason am I so excited tonight ;)

Have fun everybody, maybe I'll be back in time for a first hotfix ;D
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cyan Leader on November 16, 2018, 10:36:12 AM
Possible bug:

I have a feeling that "dismiss help popups" is not working.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Eji1700 on November 16, 2018, 10:38:00 AM
And here I am, stuck at work.  Looks great. Can't wait to tear into it.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 10:40:13 AM
Possible bug:

I have a feeling that "dismiss help popups" is not working.

Hmm - seems to be working over here, that's odd. Maybe - the "don't show" checkbox only applies to that particular type of popup, i.e. if you "dismiss and don't show" a cargo one, it'll still show the "your CR is low" etc ones. You can turn them off entirely during new game creation, though.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: DrakonST on November 16, 2018, 10:42:52 AM
1. In codex(frigates) i can see little station modules.

2. My friend have this error:
Code
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]
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 10:48:54 AM
1. In codex(frigates) i can see little station modules.

Hmm - could you post a screenshot? I'm not seeing it myself.

2. My friend have this error:
Code
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]

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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Bastion.Systems on November 16, 2018, 10:52:36 AM
Had a weird thing where I could not equip missiles (the dropdown list was empty), after reloading from save it works again.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: DrakonST on November 16, 2018, 10:52:48 AM
This:
 
Spoiler
(https://i.imgur.com/qwaz0q6.png)
[close]
Or it something another?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 10:57:48 AM
Ahh, ok, thank you - wasn't thinking of these as "modules" since they're not directly attached to the station. Gotcha, made a note.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: quangvnm on November 16, 2018, 11:01:46 AM
Hello Alex,

I play on Linux, and my game crashed just after choosing the skills, at step generating constellation and sth ... :


Quote
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)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 11:03:26 AM
Yep, just responded to your PM! And, Linux, alright.

Has anyone had it work fine for them on Linux? I mean, I tested it on there just the other day... hmm.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: DrakonST on November 16, 2018, 11:06:04 AM
Hotkeys broken:
Spoiler
(https://i.imgur.com/626z6j8.png)
[close]
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 11:06:34 AM
That's actually correct :)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Originem on November 16, 2018, 11:14:38 AM
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
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Botaragno on November 16, 2018, 11:19:28 AM
:gachiGASM:
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 11:21:14 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 16, 2018, 11:22:05 AM
Have not yet started yet, just browsed game files and stuff in the refit screen.

Things I noticed on the skills screen:
* Helmsmanship 3 is at 1% flux.  Would that cause problems with ships with bad shields?  (It was raised to 5% before for some reason.)

* 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.

One more thing:  Gremlin looks like a smiley face in the codex.

P.S.  I will try to play at normal speed, but if things feel too slow, I will raise speed to 2f.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Embolism on November 16, 2018, 11:25:32 AM
Not sure if this is intentional or not, but the Apogee no longer has any frontal PD coverage, unless you use hardpoints for PD.

The Harbinger's description still includes a paragraph about the Entropy Amplifier, even though it doesn't have it anymore.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Originem on November 16, 2018, 11:29:04 AM
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.

uhhh, I mean...
Code
	"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],
},
The "Midline" is both id and name right? If I translate it to "XXX(chinese words)", it may cause some unpredictable problems. For example, in ship_data.csv, I change "Midline" to "XXX", there may be wrong because of the font loading size, breaking the translated words and make it unrecognized.(though it's not common)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Dexy on November 16, 2018, 11:36:09 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Embolism on November 16, 2018, 11:46:25 AM
I feel like we need a Lasher (P) now that the Lasher (D) no longer exists as a base skin.
Also since (D) skins are no longer a thing the Codex probably doesn't need to hide D-mod skins anymore. Now Pirate variants are visible but Luddic Path ones aren't.

The Shrike might be a good candidate for a 2nd ship with a (H) skin, assuming the Hegemony uses it.
Would love to have another (TT) variant, though admittedly no good candidates come to mind. Some Midlines may be good for TT skins but not really for a Ballistic-to-Energy conversion (It barely works for the Brawler, which I think could do with Flux Coil Adjunct and Flux Distributor built-in; or there could be a TT hullmod that boosts flux stats).
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: NaavT on November 16, 2018, 11:49:33 AM


2. My friend have this error:
Code
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]

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.

Alas, it did not help.
This error still appears.
Maybe the problem is that I have x32 system?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 11:50:07 AM
there may be wrong because of the font loading size, breaking the translated words and make it unrecognized.

I'm not sure I understand this part - it seems like doing what you're describing would work.


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.

I think this may just depend on where you are, unfortunately. The main download is blazing fast for me, so I don't think it's struggling (it's hosted on Amazon...)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 11:51:30 AM
Alas, it did not help.
This error still appears.
Maybe the problem is that I have x32 system?

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?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: uzsibox on November 16, 2018, 11:52:07 AM
Where do you buy ships in the new relase?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 11:55:15 AM
Where do you buy ships in the new relase?

Hmm - same as you did in the previous one. Go to a colony, press "F" (or 3 for Trade, then switch to the fleet tab), then it'll show you your fleet, and there's two tabs up top, "Sell" and "Buy". Can also pick the submarket there.

You have to have your transponder on, though, or have to sneak in successfully (i.e. no patrols are looking for you). The cargo trade screen shows you a message in this case, but the ship one doesn't, so that could be confusing. Let me make a note.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Embolism on November 16, 2018, 11:57:50 AM
Side note: I was looking forward to playing CK2 with Holy Fury this weekend. Now I'm torn.

Why must you do this to me, Alex?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 12:05:41 PM
* 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.

Ahh, good call, made a note. Missed this somehow. PO is indeed 25+25 while Salvaging is a total of 50%.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Originem on November 16, 2018, 12:17:08 PM
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
"Midline":{
  "name":"Midline",
  "color":[221,201,104,255],
}
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: NaavT on November 16, 2018, 12:33:55 PM

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?

Old versions are removed, saves are placed in archives.
I even installed on another HDD. Still, this error appears. More options? Excluding OS reinstallation
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 12:43:21 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 12:52:20 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: BillyRueben on November 16, 2018, 01:08:09 PM
Can we no longer set a course from the Intel screen?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Originem on November 16, 2018, 01:09:01 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 01:09:39 PM
You can right-click to set course. Just be careful not to drag when you do since, right-click-drag pans the map.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 01:10:56 PM
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.

I agree with you. I also think it should work with chinese characters in the key - but maybe I'll be able to get around to changing for the 0.9.1 release, we'll see. Depends on how crazy things get!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Schwartz on November 16, 2018, 01:13:17 PM
No crashes here.

Some quick impressions after finishing the tutorial.

The new portraits are great. Love the old chinese guy, the lady in the shawl and the black helmeted dude in particular.
The new weapon stats tooltip is a big improvement.
I like the bar events much better than the mission listing.
The pirate falcon paintjob is wicked.

After looking through the weapons:
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
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: DrakonST on November 16, 2018, 01:19:47 PM
Wow! We can do colony on sun!
Spoiler
(https://i.imgur.com/Srr6qDh.png)
[close]
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 01:22:35 PM
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?

(Thank you for all the positive comments!)

The LN could possibly use a lower cost, but: burst damage has value. Not all ships can stay within range and deliver sustained firepower over time with a railgun; there's more safety in darting in and out. Plus, tactically, a burst of kinetic damage can simply be more useful than sustained kinetic damage, especially as it gives the enemy less of a chance to adjust.

Phase ships also benefit more from weapons that can reload while phased, though that's not a major consideration here.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Embolism on November 16, 2018, 01:23:53 PM
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

Light Needler also has less flux efficiency than Railgun, another strike against it.
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.

RE: darting in and out with Light Needler: the problem is unless the target is being threatened by something else (in which case you probably don't need to dart in-and-out for safety) then your target can simply vent away your burst, and you're not in range to take full advantage of it.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 01:25:45 PM
Wow! We can do colony on sun!
Spoiler
(https://i.imgur.com/Srr6qDh.png)
[close]

That's... awesome! Made a note; looks like it affects binaries/trinaries.

(Sorely tempted to make an "it'll be fine, we'll just go colonize it at night" joke.)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 01:27:13 PM
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.

If it does more per-shot damage, it steps on HIL's toes. Was aiming to have reasonable differentiation for the various large energy weapons; Plasma Cannon is the "general purpose, not great at any one aspect" option.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: NaavT on November 16, 2018, 01:27:51 PM
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?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Embolism on November 16, 2018, 01:29:21 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 01:29:39 PM
(Pasting; sorry re: formatting etc.)

ON WINDOWS
Right-click on My Computer and select Properties.
Go to the Advanced system settings tab.
Click the Environment Variables button. The Environment Variables dialog opens.
Select the environment variable you want to delete and click Delete.
Repeat step 4 as many times as necessary.
Click OK.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 01:30:41 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Schwartz on November 16, 2018, 01:32:47 PM
A powerful and more flux-efficient large slot energy weapon that deals hard flux is a big deal. We didn't have one before, Autopulse being more situational. And the old PC being unwieldy at best with its massive burst & flux cost. It's actually more powerful because it's weaker, if that makes sense. In that it can be used now.

Right about the Needler re. burst damage and phase. I hadn't accounted for these. It's still a little odd for the price, and especially when compared to the Heavy variant.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 01:34:32 PM
Yeah, not saying it's perfectly tuned, just that it's got a niche.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cosmitz on November 16, 2018, 01:36:25 PM
Did a first hour and a half tutorial/jangala arrival (https://tinyurl.com/y8smxeg3). Didn't get to run into the nitty gritty but haven't had any issues. Only exited now to update to the hotfix.  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)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 01:37:58 PM
Oh, right - hotfix is up, everybody!

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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Embolism on November 16, 2018, 01:38:38 PM
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 Cannon costs 5 OP more and does a lot more hard flux Shield damage at greater range, and with its per-shot damage is pretty dangerous vs armour too. Plus 250 vs 500 soft flux Shield DPS is barely more than 1x Graviton Beam's worth of difference.

I don't think the new Plasma Cannon is underpowered, I just said it's a faster-firing Heavy Blaster which feels odd.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 01:40:49 PM
(Gauss is also ballistic, so not a fair comparison...)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Draba on November 16, 2018, 01:53:28 PM
Awesome as usual, so much for my plans for being productive today :)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Embolism on November 16, 2018, 01:54:08 PM
(Gauss is also ballistic, so not a fair comparison...)

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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cosmitz on November 16, 2018, 01:54:52 PM
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.

Same with/without. Dropping me into 30-35 from 60, fullscreen or no, core affinity tweaks (Core2/Java) on OBS or no.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: DrakonST on November 16, 2018, 01:56:11 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SCC on November 16, 2018, 02:07:50 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 02:10:24 PM
Awesome as usual, so much for my plans for being productive today :)

Thank you :)

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.

Maybe god-tier is not the right word. 500 unavoidable shield pressure from it at that range just feels like too much. Gauss etc can at least be avoided and there are choices to make re when to raise/lower shields, where the HIL would just completely neutralize anything smaller/that can't out-dissipate it, with not much counter-play. I think it becomes uninteresting; I did indeed try it before settling on the HE damage type.

Same with/without. Dropping me into 30-35 from 60, fullscreen or no, core affinity tweaks (Core2/Java) on OBS or no.

Ah, alright. Maybe just not enough performance for 60, then - as soon as there's even just barely not enough, it'll drop to 30. That it's dropping to 30 with the recording software means that it's vsyncing, though. Could try to force vsync off through the NVIDIA control panel or equivalent.

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.


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.)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 02:16:42 PM
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?

Aha - looks like it's indeed a bug with the 32 bit install. Sorry! See here for temporary workaround:

http://fractalsoftworks.com/forum/index.php?topic=13760.0
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Death_Silence_66 on November 16, 2018, 02:23:45 PM
YES! Something to play over thanksgiving break!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: DrakonST on November 16, 2018, 02:35:13 PM
Quote
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: FooF on November 16, 2018, 02:46:22 PM
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!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 03:06:48 PM
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.

Ah, I see - thank you, made a note.

Also, sun colony has fixed on last hotfix?

It's not; trying to keep the hotfixes limited to crash bugs etc, to minimize the risk of introducing additional bugs, since I'm also trying to do it quickly.

P.S. Sometimem after long play music has stoped. It not new bug, it old bug.

Thank you, I'll keep an eye out. Haven't seen this myself; how long are we talking about?


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!

Thank you :)

(Yeah, how much and how quickly you invest into the colony is definitely a decision to make. Well, if you're strapped for cash, you can always head to TriTachyon space; that's all I'll say on the matter.)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Nicke535 on November 16, 2018, 03:09:01 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: DrakonST on November 16, 2018, 03:10:07 PM
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).
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 03:11:21 PM
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.

Hmm, you're right. Ooops? Looking into it now.

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).

Thank you :)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 03:21:48 PM
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.

So it turns out I'd turned this off at some point while testing its impact on performance and never turned it back on. And then never noticed it. *facepalm*

Thank you for bringing it up :)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cosmitz on November 16, 2018, 03:26:42 PM
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 (https://tinyurl.com/y7gavwxr).

I really enjoy the changes to fighters and Harpoons have gotten less deadly apparently, but i'm thankful for it.

The intel screen is neater than the previous incarnation but it still feels.. incomplete. I have so many filters but sometimes i just care about what's to do in the exact system i'm in, not caring who made the mission and what type the mission is. LE: While writing i decided to check if 'ctrl/shift-clicking' selects all clicked. And they do, but maybe UI wise that should be a default once nothing is selected anymore? Or an <ALL> button? Having nothing clicked sets it back to <Important> which ehh, i'm not sure how important it is but having that as the default 'pane' does feel off.


Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Thaago on November 16, 2018, 03:30:09 PM
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].
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 03:33:01 PM
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.

Cool! Did you go with one of the "faster" starts?

(Btw, link is broken.)


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.

Huh, interesting. That seems... not possible? All the populating happens at new game creation, with the exception of like one or two REDACTED things.


Still, this patch is awesome! Found a mysterious planet with [REDACTED] and [REDACTED].

:D
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: ROFLtheWAFL on November 16, 2018, 03:33:48 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: ROFLtheWAFL on November 16, 2018, 03:35:40 PM
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.

Disregard, it was just Chrome being a pain.  ::)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cosmitz on November 16, 2018, 03:38:58 PM

Cool! Did you go with one of the "faster" starts?

(Btw, link is broken.)

Hotfixed the link. :)

Yeah, merc start, i think i earned my stripes with enough Wolf/Hound/Lasher fights/starts since 0.51a to skip all of that. However... it would be highly recommended to have supplies purchasable in the tutorial bases, same for fuel. I literally ran out of supplies with the salvaged/merc fleet start that i had to rush it and kick the miner's ass for some in between running around doing the quests. They triggered for the proper stocking after i finished the quest and opened the system, but i take it it's just a matter of scripting.

PS: Button for 'resume plotted course'? Or is my muscle memory forgetting me.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Schwartz on November 16, 2018, 03:56:33 PM
The stipend helps a lot with making the start easier. Still getting to grips with the intel screen. One weird thing happened to me just now.

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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: noego on November 16, 2018, 04:03:48 PM
All of my YES would not be enough. Christmas came early. THANK YOU.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: FooF on November 16, 2018, 04:06:23 PM
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).
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cosmitz on November 16, 2018, 04:12:34 PM
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).

Press W while on the Intel screen, it's shown in a tiny white text in the upper right of it. It shows circles which show exactly that. First circle is 'get there and also get back here', second one is 'how far i can go and then run out of fuel'.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 04:13:37 PM
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.

Hmm, that shouldn't happen. Send me the save if you've got it?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: AgroFrizzy on November 16, 2018, 04:21:20 PM
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.

Had this issue too (to the t). Thanks for your follow-up post about Chrome just being a pain - opened up an alternative and bam, download is going :D. Saved me. I thought maybe we were hugging things to death  :o ; :D
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 04:40:13 PM
Another hotfix is up; fixes windows 32-bit issues, plus adds back in weapon disabled effects. Also fixes a save-loading (http://fractalsoftworks.com/forum/index.php?topic=13763.0) issue.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cosmitz on November 16, 2018, 04:46:04 PM
Um. Alex.

Err.. Why can i go into "Cargo" at an enemy station, then force them to eject their ***? :P Not gonna abuse that but lol.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 04:54:26 PM
Unless I'm mis-interpreting what's going on, you just lack docking clearance and are about to eject your own cargo :)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Thaago on November 16, 2018, 05:16:26 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: DrakonST on November 16, 2018, 05:23:29 PM
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?!

Also i can do Sun-colony on every system where i found >1 star. So strange :D

Build colony on Yma near pirate planet and grind this little boys >:D
Spoiler
(https://i.imgur.com/1J8ROkz.png)
[close]
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 05:28:45 PM
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?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Hiruma Kai on November 16, 2018, 05:33:19 PM
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?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 05:34:48 PM
First: Thanks to Alex for the release. :)

:D

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?

Yep, it's possible - the one from the combat is luck-based, the one from the salvage is guaranteed.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cosmitz on November 16, 2018, 05:35:36 PM
Unless I'm mis-interpreting what's going on, you just lack docking clearance and are about to eject your own cargo :)

That's exactly what happened. (https://tinyurl.com/y7l323my) Oh well. Blew up that pirate base anyway thirty seconds later. \_o.o_/
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Death_Silence_66 on November 16, 2018, 05:50:40 PM
It seems like the various stations that can be placed in stable zones reappear almost immediately. You can farm them for lots of loot early on.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 05:53:33 PM
It costs reputation, though, iirc? And they're often protected by patrols. So that seems alright? Unless I'm missing something.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Baqar79 on November 16, 2018, 07:04:20 PM
I'm playing the advanced start (Starting with an Apogee...way too tempting), went through the tutorial missions (was a bit unfair on them).  I haven't yet gotten to base building, but I found a "Pristine" nano-forge during my salvaging expeditions (not quite sure how good this is, but it's got a pretty hefty price tag on it)...so I'm looking forward to seeing how this fits into base building. :)

Really appreciate the transponder warning (when off) when entering a system after a bit of time out in deep space...such a little thing, but really nice.

Very much like the new "Efficiency" hull-mod..the apogee is so very cheap now; missing the frontal damage, but really can't complain with it's new cost.

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.

Also noticed this on my Dram "Autofit" custom profile, where I would use the hull-mods "Unstable Injector" & "Militarized Subsystems" but it would swap "Militarized Subsystems" for "Reinforced Bulkheads" instead on loading the profile.
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?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 07:06:51 PM
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.

There's an "upgrade weapons if possible" checkbox in the autofit dialog, that's probably checked as IIRC it's checked by default.

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?

Yep - it requires a colony with a Spaceport! I believe the hullmod tooltip says this in red near the bottom.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: FooF on November 16, 2018, 07:35:50 PM
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
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Baqar79 on November 16, 2018, 07:36:56 PM
There's an "upgrade weapons if possible" checkbox in the autofit dialog, that's probably checked as IIRC it's checked by default.

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).

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 :)

I just wanted to make sure as I thought that the Abandoned Terraforming Platform might qualify as an "Orbital Station".
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 07:50:11 PM
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).

Hmm, possibly. Let me make a note to take a look.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Originem on November 16, 2018, 08:15:26 PM
Big bug. Ships with d mods in black market. Their d mods will disappear after save & load.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: RedHellion on November 16, 2018, 08:23:26 PM
Long time lurker and fan, etc etc. Looking forward to sinking deep into 0.9 over the next few months!

Just got around to trying out 0.9a-RC8, and the monthly income/costs seem to be incorrect? Not sure about further into the game, but just past the tutorial when I get my first monthly paycheck a couple of the monthly costs seem to be off by a factor of 10.

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]
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Thaago on November 16, 2018, 08:38:48 PM

...


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.)

Just remembered this: its not a must as storms do much less and they speed you up (kind of) now, but it is true that almost the entire map is just one constant, unending storm.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: DrakonST on November 16, 2018, 08:56:07 PM
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?

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!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 16, 2018, 09:13:28 PM
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

Thank you! Made me so happy to read :D


Big bug. Ships with d mods in black market. Their d mods will disappear after save & load.

Thank you! Made a note. Fixed something similar during playtesting, guess I missed some aspect of it.


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]

Hi, and welcome to the forum :) What's probably happening here is iirc monthly costs don't start ticking until the tutorial is over, so you only got docked for 1/10th of the month (which is roughly the increment when costs are calculated). Next month, you should see the full cost.

No 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.

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!

Thank you, will check this out.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Hussar on November 16, 2018, 09:21:25 PM
<resurfaces after months>

Ayyyy! I was waiting for past 6 months for this! Thank you Alex! I'm anxious to rekindle my spacefaring love with the new update!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: DrakonST on November 16, 2018, 09:49:33 PM
No 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.
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 :D

It be on RC6-7, soon i download RC8 and look on this again. And so, after what stage i need to look in SS.log?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Zaphide on November 16, 2018, 10:05:17 PM
Nice work Alex :D

Can't wait to get stuck into 0.9!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Dostya on November 16, 2018, 10:26:49 PM
Never mind, question answered.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: HELMUT on November 17, 2018, 01:31:37 AM
Just wanted to say thank you for this update Alex. It just feels so weird now after all this time, my mind is still stuck in 0.8.

"That Nexerelin battlestation sure looks weir- Oh, oh... 0.9, i forgot, again."
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SCC on November 17, 2018, 01:34:28 AM
Four more minor things: having "perform survey" and "create a colony" have the same hot key is bad. Fuel indicator in the bottom RIGHT, if course is set to travel in hyperspace, will count realspace travel as using fuel as well. Efficiency overhaul seems so... Cheap. And the last one: in intel screen fuel range indicator is "W", but on normal map it's "2". Annoying.
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: rin on November 17, 2018, 01:35:18 AM
Yes! Finally! Thank you so very much. I've been waiting for this. Have been getting more into Starsector with mods for the past few months after playing it on and off for the past few years. This is looking great! I still remember when I bought this game in 2011. Ah, good times. :>
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Histidine on November 17, 2018, 03:02:30 AM
The new jump point look-ahead functionality ruins the surprise of ambush distress signals. (Which is arguably good, because the distress signal surprise is terrible if your fleet is too weak.)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SirOstrich on November 17, 2018, 03:46:53 AM
After years of shamelessly pirating that gem, i finally bought it on that release. GG fractalsoftworks :)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Gothars on November 17, 2018, 04:00:08 AM
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.


Ha, I love the hyperspace storm travel ping-pong! ;D



After years of shamelessly pirating that gem, i finally bought it on that release. GG fractalsoftworks :)

Well, thank you for supporting the game. However, shame on you for pirating it in the first place. That is not something we want discussed on this forum, please refrain from that in the future.

Anyway, welcome to the forum.

Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cosmitz on November 17, 2018, 05:17:22 AM
Mhm, i have had a hope that the reputation penalties would be... lessened, for accidental issues.

I had 35 rep with Hegemony. A fast picket, after catching me once with my transponder off, and not much after, with it again (turned on before combat) because i was trying to hack a relay, engaged me. Ran away sucessfully the first time, but the picket continued to chase me. I tried to run away again, not that i was unable to defend myself, but they got too hard on my carrier and i destroyed i think one destroyer and two frigates from their side. Boom, i was at -55 reputation in one go.  I am wondering whether that would have been lessened if i /didn't/ turn it on before combat, but either way, as much as it makes the roleplay of 'high-and-mighty-holier-than-thou-fringe-sherrif pushes around traveller' more genuine, this little problem left me in the back-end of Haegemony space with no fuel to really go anywhere else and far from capable to slip under the radar and blackmarket some fuel. Had my entire fleet crushed not long after when trying to procure said fuel.

Isn't there a lessened penalty when i /didn't/ engage the fight? Not like i attacked a defenceless trade convoy and erased it from existence to get put on their kill-on-sight list.

Video of the encounter. (https://tinyurl.com/ycct2u6x)

This cut a fair bit of the steam i had under my sails. Thankfully made a tiny nest-egg to get back to at least a modest trading fleet (thankfully trading is improved in 0.9a) before i get back on my feet, but this entire situation was not cause by agressive playing or by taking big risks, just one transponder fluke and one agressive picket. I usually don't really play iron-man so i would have just reloaded after this situation, but it does not mean it's fair. My only other alternative would have been to /not/ defend myself and take the carrier hit but it seems entirely anti-play since i was not supposed to be trading '80 rep points versus a dead 20k credit carrier' then, or even '80 rep points versus 40k worth of enemy ships'.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: niiiick on November 17, 2018, 05:56:23 AM
Hey,

Is it possible to turn off/disable the 3-year monthly stipend?
Ruins the masochistic experience a bit. :')

Thanks for the update!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Mr_7 on November 17, 2018, 06:16:56 AM
0.9RC8 getting some odd flickering on certain planet surface textures in the campaign mode. Gathering more data on it as it’s intermittent.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Ubik on November 17, 2018, 06:44:33 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: TJJ on November 17, 2018, 07:03:01 AM
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.

Though I don't think it actually requires any input from the user for it to occur, just leave the game idle for a while (I was watching a movie on a different monitor) and you'll see an occasional white flicker.
It's the same symptom as when a draw surface is invalidated during rendering, and you fail to check for it/re-render before the page flip.

Win 10 x64, GTX 1070, 3 monitors.
To my knowledge the previous version didn't do it.

I'll have a go at screen capping it.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: TJJ on November 17, 2018, 07:17:07 AM
Oh yeah, can the installer be signed?

(https://www.dropbox.com/s/a7pwsz0s8px3i1g/smartscreen.png?raw=1)

Not only does Windows Defender pop up this scary warning, but it automatically does a thorough scan of the entire installer archive*.

*Which for unknown reasons, takes upwards of 1 minute even on a Ryzen 2700 reading from an nvme ssd.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Gothars on November 17, 2018, 07:30:21 AM
( I had trouble downloading too, it was infinitely stuck on a security scan (win 10, both chrome and edge). Could still start the installer, though.)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 17, 2018, 08:48:21 AM
Few quick comments:
* Restarted game after first hotfix.

* Started with Wolf and Shepherd.  Thought about taking the Hammerhead start, but decided not to.

* Noticed that story missions are highlighted in green instead of blue in the bar.  Nice.  (Found grandma talking about the Red Planet.)

* Started up a colony as soon as I got about 200k.  Planet is class V water world near the east edge of core worlds.  Have not progressed much yet, just built the spaceport and aquaculture.  Have not enough money yet for further development.

* 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.

* The skill that increases admins and your colony limits appear very attractive.  I want bases of my own, and two or three colonies does not seem like enough (for sector conquest).

* 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.

More detailed feedback will probably come in about a month or so, maybe.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: trias10 on November 17, 2018, 09:31:52 AM
I'm quite a noob to Starsector so apologies for these questions, but I could not find any info in the official FAQ. Couple of questions about this update:

- 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:

Spoiler

54611 [Thread-4] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Invalid reference
---- Debugging information ----
message             : Invalid reference
reference           : 84691
referenced-type     : com.fs.starfarer.campaign.econ.reach.ReachEconomy
referenceable       : true
class               : com.fs.starfarer.campaign.econ.Economy
required-type       : com.fs.starfarer.campaign.econ.Economy
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 242895
class[1]            : com.fs.starfarer.campaign.econ.Market
class[2]            : com.fs.starfarer.campaign.CampaignPlanet
class[3]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[4]            : com.fs.util.container.repo.ObjectRepository
class[5]            : com.fs.starfarer.campaign.StarSystem
class[6]            : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[7]            : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[8]            : com.fs.starfarer.campaign.Hyperspace
class[9]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Invalid reference
---- Debugging information ----
message             : Invalid reference
reference           : 84691
referenced-type     : com.fs.starfarer.campaign.econ.reach.ReachEconomy
referenceable       : true
class               : com.fs.starfarer.campaign.econ.Economy
required-type       : com.fs.starfarer.campaign.econ.Economy
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 242895
class[1]            : com.fs.starfarer.campaign.econ.Market
class[2]            : com.fs.starfarer.campaign.CampaignPlanet
class[3]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[4]            : com.fs.util.container.repo.ObjectRepository
class[5]            : com.fs.starfarer.campaign.StarSystem
class[6]            : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[7]            : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[8]            : com.fs.starfarer.campaign.Hyperspace
class[9]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:58)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.start(TreeUnmarshaller.java:134)
   at com.thoughtworks.xstream.core.AbstractTreeMarshallingStrategy.unmarshal(AbstractTreeMarshallingStrategy.java:32)
   at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1486)
   at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1466)
   at com.thoughtworks.xstream.XStream.fromXML(XStream.java:1346)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.C.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.k.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.O0Oo.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)

[close]

So is 0.9a not savegame compatible with games saved under 0.8?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Volfgarix on November 17, 2018, 09:36:11 AM
Shelled out my second-world money to buy the game at last.
Hooo boy, I'm excited!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: ahrenjb on November 17, 2018, 09:58:55 AM
Guests in town all weekend... but out of work all next week. It's going to be hard to be a good host.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 17, 2018, 10:00:52 AM
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

You don't happen to have a screenshot handy, do you? Just reading it I'm not sure if it's a problem or not, could be many factors involved.

I have a black hole system, where outer system and fringe jump-points are half a screen away from one another.

Yep, can happen in an empty-ish system, but not something I'd call a bug.


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.

Thank you, noted!


Resetting to defaults sets battle size to 200, not 300.

Noted as well.


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.

Ahh, that's a really good idea. Wrote that down :)

Does the AI maybe not always recognize stations as obstacles? I saw a domain cruiser burn-drive into a domain mothership without apparent cause.

Hmm, possibly. That was an issue way back but I thought I'd fixed it - well, I probably did *mostly* fix it, but it appears not entirely. I'll keep an eye out.


Hey,

Is it possible to turn off/disable the 3-year monthly stipend?
Ruins the masochistic experience a bit. :')

Thanks for the update!

data/config/settings.json, set "enableSpacerStart":true, and select the 5th starting option. Don't say I didn't warn you.


Is seeing the best places to buy or sell a product (when pressing F1) a new feature?

Yep!

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.

Hmm, let me take a look. Sounds like a good idea in principle but could get a bit tricky UI-wise.


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.

I'd appreciate any data on this. Does seem like a driver issue, though, so I'm not too optimistic about being able to work around it, without redoing the entire rendering code.


Oh yeah, can the installer be signed?

Prooobably not in the near future but I'll investigate. From what I understand I'd need to buy a cert from a CA (though, actually, I've already got one for the website), and then <do something>.


* 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.

Yeah, it probably is.

* 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.


- 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?

(Hi, and welcome to the forum!) If you just install, it *should* work - the installer uninstalls the game first - but for Windows Reasons, that will occasionally run into trouble, i.e. it won't be able to delete some files or some such. So generally speaking, you don't need to uninstall first, but occasionally you might have to do a clean install if there's any trouble.


- 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?

Yeah, the major releases are not save compatible. Way too many things are entirely different under the hood. I do try to keep the .1 releases compatible, though, so for example the 0.9.1a release (with tweaks etc) *should* be save-compatible with 0.9a, unless there's an issue that makes this flat-out impossible.


Shelled out my second-world money to buy the game at last.
Hooo boy, I'm excited!

Thank you for your support!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 17, 2018, 10:53:23 AM
Utterly delighted by the new update, I'm enjoying it immensely.

:D Happy to hear that!

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?

It's ctrl-z now, because d opens the command tab.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: DrakonST on November 17, 2018, 11:14:07 AM
Still found Nebulas on debries, i try to found something on starsector.log but dont see anything related to this.
Code

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"? For organize strike fleets for this stupid Pather stations and other bad guys. So boring hunting down this stations.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Bastion.Systems on November 17, 2018, 11:21:34 AM
Same occasional flicker, win10 gtx1080, all latest drivers/updates, single 1920x1080 screen.

The update has been a perfect experience so far. The gameplay loop is just so smooth now.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Flix on November 17, 2018, 11:59:51 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 17, 2018, 12:05:06 PM
Also, Alex, can we see on future new panel "Military Operation" on "Command"?

There is a mostly grayed out "orders" tab...

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.

If you click on the "Accepted" tag in intel, you should see it.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: CrashToDesktop on November 17, 2018, 12:19:51 PM
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.
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 17, 2018, 12:22:14 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 17, 2018, 12:24:25 PM
Hotfix is up! Mainly for the autofit related campaign crash.

http://fractalsoftworks.com/2018/11/16/starsector-0-9a-release/
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: CrashToDesktop on November 17, 2018, 12:36:20 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Troll on November 17, 2018, 12:39:18 PM
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.

Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 17, 2018, 12:48:09 PM
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.

Seems like a legitimate use of a "deploy a ship or two, wear them out, deploy mop-up force" tactic, since it'd be so fast. But perhaps I'm underestimating the impact of the event horizon. Still, a minute seems like it ought to be enough time for a superior fleet to clean out 0-cr enemies. Honestly, I hear what you're saying, but I'd really have to see it for myself.


Congrats on the big update Alex.

Thank you!


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!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Troll on November 17, 2018, 12:56:32 PM
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!

'twas all in the name of science.
To see how far one can go and still rebound. My answer was, not very far.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SpaceMonster on November 17, 2018, 01:51:07 PM
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.

The custom production tab should show storage amounts of the items (well, storage of the gathering point).
Too many times I've taken a look at it an wondered how many X I have and what I need more of. I have to go to the planet, check storage, and try to remember what's needed as I go back and forth between screens.

On that point, I'd love a way to remotely view the storage contents of a colony.

PS: Thanks for keeping me up till 4am yesterday.  :P
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Ranakastrasz on November 17, 2018, 02:06:12 PM
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.


Whats wrong with surveying a black hole? You can fit a lot of stuff in there.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: CrashToDesktop on November 17, 2018, 02:35:40 PM
So, I just had an...incident with an Alpha AI Core.  Alex will know what it means. :) Spoiler territory ahead!  As well as feedback on ensuing incidents.

Spoiler
So, having put an Alpha AI Core as the head of my first colony because I couldn't afford to use an administrator (and I hadn't any of the skills to improve player colony management), this core eventually got cozy and refused to leave.  Blackmailed me to keep it there on threat of revealing I was using AI Cores to the sector.  So of course I left it there grudgingly, but I wanted it out.

So a couple of cycles later, the Hegemony caught up the idea that there might not be a human running that colony and sent an Inspection Fleet.  Seeing a prime opportunity to get rid of that pesky Alpha core, I let them go in and take the cores away.  However, a funny thing I noticed is that if I try to remove the core, it gets offended and goes into hiding to strike out at another time (the consequences of which I haven't explored), but the Hegemony Inspection Fleet seems to have no problems finding it and doesn't result in the "Rogue AI Core" negative trait the colony gets.  Works fine for me.

The one thing I'm concerned with is the Inspection Fleet absolutely ravages the entire colony, and not just the facilities that had AI Cores in them.  There wasn't a single facility in my colony that wasn't disrupted for more than 120 days, most of them at 245 days.  This is absolutely worse than anything else the game can throw at you, and there's the one upside to getting rid of that pesky AI core is hardly worth the effort.  The force is within legal bounds, meaning you can't fight back without incurring massive penalties.  Bribing the force off / using political clout is the ONLY remotely reasonable way to deal with this - you can't remove AI cores to hide them - the end result won't change - and it won't even get rid of the "Rogue AI Core" trait if you removed the Alpha Core previously.  In fact, compared to the damage this can do, bribing off the force is more than worth the cost that would be incurred if they found the cores in the first place - I would go into a death spiral of -312,000 credits a month if I let this event play through.

I'd suggest some changes to this.  Compared to other expedition / raid events, this is a shotgun blast rather than a pinpoint target like raiding is.  If all the facilities are going to be disrupted, it can't be for more than 15 days at the very most (searching is hardly equivalent to damaging and disrupting the facility as in raids, which for reason reason it has even more of an impact than).  30 for those facilities that did have cores in them, to be fair.  This puts this event back in line, where it should be.
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Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Volfgarix on November 17, 2018, 02:37:18 PM
I was 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.

There is a bug(?) that seems to be from at least 0.8 version - when you run out of fuel in hyperspace and start drifting towards star, you can slow down by going dark. It seems like you can drift slower in the river if turn out lights on ship. It's not something critical, but sorts of bother me.

Besides that, everything is alright so far, the new mission system is fun and at last I can get some decent trade info. The news about valuable convoys is neat as well, previously I had to chase around for non-indie trade fleets and count for luck.
Still didn't get to the colony stuff, still getting resources for that.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: DrakonST on November 17, 2018, 02:39:40 PM
>:D
Spoiler
(https://pp.userapi.com/c852016/v852016096/475bf/Ag0GpREV6aI.jpg)
[close]

When it can be fixed?
------------------------------------------------------------------------------------------------------------------------
And Alex, multiple enemy strike fleets it normal? Or it bug?
Spoiler
(https://pp.userapi.com/c852016/v852016096/475c9/viuSMb71u5I.jpg)
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Or this? Then more i play then more big everything...
Spoiler
(https://pp.userapi.com/c846320/v846320060/130b52/iLx12Z9PqrQ.jpg)
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Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 17, 2018, 02:51:57 PM
@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?

For the .1 release, whenever that is. While it's silly, it's also very minor :)

And Alex, multiple enemy strike fleets it normal? Or it bug?

Normal! Subsequent expeditions get bigger and bigger, to a point.

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.

Yeah, that bit is definitely a bit awkward.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: orost on November 17, 2018, 02:57:21 PM
I have a colony now, and also some feedback.

* I don't really get some things about colony economy. I have a couple Gamma AI cores, and I tried installing them, but reducing demand for commodities seems to have no effect on the bottom line, even if it reduces how much of them the colony needs to import. Do imports not cost the colony at all? In fact, if installing a gamma core does anything at all, it is to decrease the net income slightly, which I don't understand at all.
* I ended up in a situation where I was out of supplies at my own colony, sucking them up from stockpile as they trickled in, waiting to very slowly accumulate enough to make a trip somewhere to buy them. I felt a bit ridiculous, considering I was hovering over a supplies factory *and* a spaceport capable of importing supplies, both of which I owned. I would love a way to tap more deeply into a colony's resources if necessary, even if it has negative effects.
* My colony was raided by a pirate force. The only effect of that I can see is -1 stability, and I *presume* this is because the force was small and the colony had ground defenses, so the raid was not very successful. But I don't know. Some feedback here would be welcome.
* Something minor, but maybe it shouldn't happen: I got into a fight with repairs suspended. I lost one ship in it, and recovered it. Instantly after the battle, before I could do anything at all like resume repairs, an accident triggered, destroying the ship.
* While exploring, sometimes I want to suspend repairs to save supplies. This is problematic in this version because at any time a storm hit can drop a ship to 0% CR, which is an inconvenience with repairs on but a danger with them off. So if I have repairs off, every single time I take a storm bump I have to into the fleet screen, scan to see if anything is down to 0, if it is unsuspend repairs on it, then remember to suspend them back a moment later once it's above 10%. It gets old. I would love an option like "essential maintenance only", that spends enough supplies to prevent accidents but no more, or perhaps just make suspending repairs work that way - I don't see myself ever choosing to not do that.

Now that I'm done complaining, let me just say that the update is fantastic and I enjoy it very much!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: CrashToDesktop on November 17, 2018, 03:06:59 PM
Regarding my Alpha Core incident:
Spoiler
I suppose that works.  Nothing bad at all happens - cores are expendable and my wallet is not, and that damnable Alpha Core is also gone without any side effects.  I can swap out Betas for Gammas without them being the wiser, but the effects of attempting to hide them are still far too severe.  This is the first time I've ran into that inspection event, and with my colony being so far along the consequences were massive.  I also do suggest having the Inspection remove any Rogue Alpha Core as well for the sake of being consistent - the rumor mill does start about the rogue Alpha Core after all, according to the description.
[close]

EDIT:
So, something I've noticed.  A Pirate base keeps on getting rebuilt in a system literally right next to my colony.  I've totally destroyed it 3 times, making sure to wipe out the rest of the pirate presence in the system, but it keeps on getting rebuilt every few months.  Now it's cropped up again for a 4th time.  Is that intended?  Honestly it's starting to mundane.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: FooF on November 17, 2018, 03:29:10 PM
So...I have 3 colonies, a High Command on one of them, major fleet patrols and a booming economy the rest of the Sector keeps trying to tear down.

But, I still have no idea how to use the "Orders" tab under Command. What am I missing?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Shoat on November 17, 2018, 03:46:41 PM
So... when my colony grew from size 3 to size 4, it suddenly required like 314 quadrillion consumer goods every month. I assume this has something to do with having had an AI core installed to the base colony thing (reduces required goods by 1) and the whole thing underflowing.

Restarting the game seems to have fixed it (I forgot to make a screenshot to show here, so i booted the game up again and saw it was fixed), but you obviously need to know about stuff like this.

I am, however, now stuck with an absurdly huge debt because I left "fix deficits from stockpile" on and my colony apparently just bought all those 314 quadrillion consumer goods from the internet and paid with my credit card. I might have to get the console commands mod and fix that manually.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 17, 2018, 04:31:19 PM
* 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.
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.

I tried about six or so ruined planets or abandoned stations, and all but one time, the rare items simply changed to something else (often Ludd blueprint junk instead of more useful generic blueprints).  I do get more weapons and other vendor trash... which I do not care about (enough to give up three skill points).  I have not explored too much yet, and I still test more locations I find.

However, if I want to max Salvaging, I feel like I can exploit this by looting few of the stashes while unskilled, then max the skill to get what I am guessing what the game thinks is rarer or more valuable stuff to spawn.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Shoat on November 17, 2018, 04:39:54 PM
So, little design question here:

You can get a fuel production in a colony that seems to produce 1 fuel per tick for the cost of 1 canister of blue.

The game tells me of a legendary "synchotron" relic that can let you produce fuel out of thin air... but simply installing an AI core onto the fuel production industry will reduce the demand of the fuel production industry to zero and allow infinite free fuel to flow.

So unless the synchotron also does something else on top of making fuel production free (haven't gotten one yet so I can't see for myself), I see very little reason for it to exist.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: DrakonST on November 17, 2018, 04:48:11 PM
Alex, why [REDACTED] station have so small loot after battle?
Spoiler
(https://i.imgur.com/qjnHmdq.png)
[close]

And why all another stations dont have officers?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: ArkAngel on November 17, 2018, 04:54:52 PM
I had a minor bug where my survey data was worth less then 30 credits. Didn't matter if it was Class V or class I. The price would differ by a few credits, but it didn't seem to do a whole lot. I tried selling it at Jangala, Sindria, Kazeron, no change.
I ended up starting another game, and it worked fine, selling remotely correct credit amounts, but it was weird.

I have to say, I enjoy the mission intel now coming, rather then having to go to mission boards, but at times it can get a tad overwhelming to have six different mission/intel flash by on the left side of the screen. I probably just need to play a bit more to get used to it.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Thaago on November 17, 2018, 06:40:51 PM
Minor bug maybe? If you have 2 colonies in the same system and switch which one has the "orbital works" improvement (ie remove it in one and put it in the other) then your fleet quality no longer registers the improvement at either location.

Also, just ran into
Spoiler
the tier 2 low tech station attempting to shut down a luddic path cell and: AAHHHhhhhhhh!!!
[close]
But in a good way!

I'm enjoying the hell out of this update, thank you so much Alex for making it happen.

[Edit] If I remove the Orbital works on the second planet and then rebuild it, the problem becomes fixed.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sutopia on November 17, 2018, 06:56:25 PM
Bug report:
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: CrashToDesktop on November 17, 2018, 07:03:15 PM
Bug report:
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.
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.

That sure as hell put a stopper on any progress I was making.  So much so that I decided to move next door and settle a new colony. :P
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: FooF on November 17, 2018, 07:26:15 PM
New Bug:

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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: DrakonST on November 17, 2018, 07:31:30 PM
New Bug:

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.
Can you give a screenshot? I want see this!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Dostya on November 17, 2018, 07:33:37 PM
I have an odd problem with my factions' ship patrols. I've got several planets in system with military bases, and out-system colonies. This is what the patrols look like. One jump point of three has a fleet nearby sometimes, the other planets are undefended, and hyperspace gets maybe one fleet on an extremely inconsistent basis. Merchants are periodically cut to ribbons nearby, is there a way for me to goose my faction's fleets out of my homeworld's orbitals?

Spoiler
(https://i.imgur.com/kd0cKsV.png)
[close]
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: DrakonST on November 17, 2018, 08:03:19 PM
After more than 24hours of play i want say something - i really dont love new sale bar mechanism. (i talk about thing on screenshot)
Spoiler
(https://i.imgur.com/xzEHTz3.png)
[close]

It seems more illogically and less convenient than old. Especially during the work with small quantity. Why need to put 50% in this bar if i want to sell 10% of things? And Why after 70% bar progress i sell much bigger amounts of things? Maybe you can put on "settings.json" parameter like "Use legacy sale bar"?

Much better when 10% bar progress sell 10% of goods.

Only this thing was not pleasant to me in this patch. Excepting bugs.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Kirschbra on November 17, 2018, 09:23:53 PM
NO! NO!!!! I'm having some kind of issue downloading this whats going on
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Kirschbra on November 17, 2018, 09:25:11 PM
nevermind
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SafariJohn on November 17, 2018, 11:17:39 PM
Alright, I've basically played through a whole game (~4.5 cycles). Have a 31.5k defense, size 7 (and growing) jungle colony that is the top supplier for almost everything it produces (>150% accessibility), and 3 other colonies besides. I'm not even using any AI cores. (Well, one gamma on the 7's pop, but that hardly counts.) There's still some stuff I haven't done, but meh, no point besides doing it to do it.

On a side note, had fun exploring the fringe with an Afflictor and 2 Harbingers - turns out Harbingers don't make half-bad phase tankers. With limited fuel and supplies, and the high cost of recovering CR, whether to storm glide or not was a real judgment call.


Colony feedback:
Vast ruins seems terribly powerful. Once I colonized the planet and got a tech mining industry up I basically never had to worry about money again. Tech mining in general just gives you everything right away. Supplies, fuel, and heavy machinery AND money, weapons, and blueprints!? Crazy!

I think the fuel is what makes tech mining so good. Metal, supplies, and heavy machinery on my world currently provide about 63k credits from exports, whereas fuel provides 57k credits. That's all just from the tech mining, there's no refinery, heavy industry, or fuel production on this world. And besides the income you can use the fuel yourself of course, which is a huge boon early on.

Moving on, [REDACTED] looks great, but I prefer the view unobstructed. Maybe make it blue for player colonies and way more transparent?

Light industry seems to have too high of an upkeep. With 150% accessibility, size 7, I'm only making like 37k credits off of domestic and luxury goods combined, but LI has an upkeep of 40k (50k after hazard).

The midline tier 1 orbital station seems much weaker than the low tech one. Didn't fight a high tech one for comparison, though. Didn't fight the other tiers enough to get a good judge on them, though it is clear the AI has no idea how to fight a station (big surprise :P)


Getting away from colonies a bit, it still seems like there are a ton of frigates in every fleet. Related: when I was fiddling with my faction's doctrine the difference between size focus 4 and 5 was huge compared to 3 and 4.


Unlike Drakon, I like the new sale bar mechanism. Much more convenient and made perfect sense to me.


To end on a positive note, it's great to see lots of ships on the open markets. They were quite bare before.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SCC on November 18, 2018, 01:47:24 AM
Sindrian Diktat sent two bully fleets to my colony, but only one showed up. Also that's how I learned that the game holds no punches and you basically shouldn't make a colony at all, unless you can build heavy industry, patrol HQ and space station all at once (and afford that), otherwise you're getting shat all over. Space port raid seems a little too strong, since it basically affects everything, to the point that my colony went from ~100k profits per month, to -40k deficit, for 4 months! And I lost my entire growth progress. The worst part is that I didn't expect that at all and I had to cannibilise and luck my way into not dying. Duration bar doesn't move at all, until the month the disruption fades.
Also there's way too many storms. There's no decision to take, you just clench your teeth and power through. Detours take a lot of time and make you waste your fuel.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Ishman on November 18, 2018, 03:36:14 AM
Can confirm getting flashing white screens here too. Ryzen 1 1800x with 1080ti and 16 gigs ram (look, ram was almost as expensive as my cpu :V).

I adore that you're always adding more knobs and levers to the campaign layer stuff, means way more avenues to expand and interlink together with mods and being able to drop in more content of our own.

Excited to be able to one day rule the sector with an iron fist and slowly convert all material into thinking matter, post-singularity style.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cyan Leader on November 18, 2018, 04:26:20 AM
So every fight I've been having against derelicts have been spawning the Bastillions for the destroyer class. Always and constantly. What happened to the Berserker?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Igncom1 on November 18, 2018, 05:06:02 AM
So when the Hegemony comes looking for your AI cores but you removed them and they still catch evidence that you did, are they supposed to be able to disrupt your colonies industries for 350 days? Like everything one one of my colonies has been annihilated.

I thought it was supposed to be an inspection, not a planetary bombing? Hell I could rebuild stuff faster then it takes for them to recover. I just might even.

They even blew up my space fortress. How?  :-\
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SCC on November 18, 2018, 05:15:36 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Igncom1 on November 18, 2018, 05:20:03 AM
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.

Fair. If the colony was working then 200,000 bribes seem more then fine as that's pocket change to me now. Or was.

But I figured they would get mad, not atom bomb my capital. Should have done anything else really.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cyan Leader on November 18, 2018, 06:33:27 AM
Found a Reinforced Bulkheads hullmod, it dropped for an invasion fleet iirc. I thought those weren't supposed to drop anymore? I mean, it's learned by default and all.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Volfgarix on November 18, 2018, 07:14:07 AM
Decided to found a colony on planet with ultrarich ore and ultrarich transplutonics.
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...
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Madao on November 18, 2018, 07:33:09 AM
As always, thank you for your hard work.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SCC on November 18, 2018, 07:40:39 AM
I should stop complaining a for a while. I tried to make two colonies at first, and while one was going along, even if slowly, the other was just a total failure. I then abandoned it, almost went broke, but eventually colonised some easy going planet, with farming, mining, refining, industry. After intensive scavenging custom production is so good, I actually forgot I don't have any commission (that, and loot from derelicts/redacteds is just too good). It went a lot better than the older colony, which was the most noticeable in the fact that, indeed, trading fleets were flying there and doing stuff. It was rewarding to see and also an indicator of progress. I recall seeing scavengers and prospectors more, at first, but now it's mainly giant fleets hauling supplies and ships back to the core.
Speaking of that, heavy industry seems to be a bit broken at the moment; it does everything and it's pretty easy to get big. My size 5 colony is now the biggest supplier of supplies, heavy machinery, armaments and ships, making about 3 times as much as it costs to maintain. On the other hand, light industry doesn't seem to be worth it even in ideal conditions!

Decided to found a colony on planet with ultrarich ore and ultrarich transplutonics.
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...
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Igncom1 on November 18, 2018, 07:51:00 AM
That's along the lines I have been thinking. Are hazardous worlds filled with mineral wealth worth colonising at all? It's not like we can colonize the whole sector with the games built in limits, so should we all be holding off on the colonisation for those super worlds filled with grass and wealth?

Anything else seems like a bad investment.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 18, 2018, 08:23:33 AM
Thank you for your feedback/bug reports/etc, everyone! Made a whole bunch of notes.


(@Megas: let's say you buy 1 ticket and win the lottery. Then you buy 10 tickets and don't win the lottery. Would you conclude that buying 10 tickets gives you a worse chance of winning? Because that exactly maps to the situation in-game, since just due to how the RNG works, getting +50% salvaging essentially means a re-roll. But it also mean a re-roll for the "bad" rolls, too.)

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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: CrashToDesktop on November 18, 2018, 08:26:50 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SCC on November 18, 2018, 08:33:09 AM
Alex, can you explain how does the intel screen calculate a planet's worth? It values high-hazard planets way too much. Do gas giants get their own, unique buildings, or what? I haven't colonised any, but I can't see why would I (I can just settle a cryovolcanic planet instead and get some ores as well). Barren, rocky, etc. planets seem to have a similar issue.
And nebulas don't slow anything in combat anymore, and you can zoom to see way more than tactical screen shows you. Did I mention that custom production can stack any hullmods it wants, including DTC and ITU on a Heron?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Volfgarix on November 18, 2018, 08:48:21 AM
1. Managed to get money for the bribe for Diktat
2. Tri-Tachyon wanted the fun, too, had no money for them. Miraculously managed to fight them off. Dear god, they had phase ships and two herons.
3. Net income for my colony is about -$18000, so I THINK that if I manage to upgrade, then colony might be able to pay for itself.
4. I was considering getting heavy industries, but i will have to wait for a while
5. I have to survive by taking bounties and other missions
6. Money from academy has run out
7. I wonder if getting AI cores will be worth getting in trouble with/paying off Hegemony, I got decent relations with them.
8. There is a planet (200% hazard score) with Widespread Ruins in my system, I heard tech mining is profitable.
Current state of my first colony ever.
Spoiler
(https://i.imgur.com/bdFV8h8.png)
[close]
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.


Edit: Holy crap, the colony grew to size 5. Apparently hundreds of thousand people like this hellhole. Hopefully income will rise a bit.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: orost on November 18, 2018, 09:14:15 AM
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?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Volfgarix on November 18, 2018, 09:22:32 AM
NEEEEEVEEERMIIIIND
Hegemony already wants to wreck my colony because of "Free Port" status. At least I didn't have to spend money, they liked me enough.

EDIT: AW SHIET I GOT SYNCHROTRON CORE.

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?

The lesson is that you should have some green on you. Money=power, simple.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: CrashToDesktop on November 18, 2018, 09:37:35 AM
7. I wonder if getting AI cores will be worth getting in trouble with/paying off Hegemony, I got decent relations with them.
8. There is a planet (200% hazard score) with Widespread Ruins in my system, I heard tech mining is profitable.
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.

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.

Something else I noticed is the Colossus Mk.III is slightly more useful now.  This is 2-fold - it now has 2 (!) Fighter Bays, and it, in fact, does NOT have the "Converted Hangar" built-in hullmod which would make bombers cost 100% more OP + 25% damage taken increase and -17% speed, but rather it's own dedicated "Converted Cargo Bay" built-in hull mod, which has the same effects but doesn't increase OP cost.  Also has Ground Support Package, which makes the hordes of these that pirates bring with them utterly unstoppable.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 18, 2018, 09:40:26 AM
Alex, can you explain how does the intel screen calculate a planet's worth?

It's just a sum of some internal values based on the conditions; iirc it's related to how much XP you get for surveying it. It's no meant to be an objective "this is better or worse" thing, just a quick way to see what might be more interesting.

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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SafariJohn on November 18, 2018, 09:42:54 AM
The secret to defending against those task forces is to focus on ground defense. Build Ground Defenses then upgrade to Heavy Batteries ASAP. They can't disrupt your industries if their raids fail.

I mean, don't neglect your space defenses of course. Get them up and running quickly too, but don't expect them to do much early on. Later, with multiple colonies in a system all spawning patrols, the task forces will get demolished before they can even land.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: CrashToDesktop on November 18, 2018, 09:44:20 AM
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.
Speaking of, fresh off the production line.
Spoiler
(https://i.imgur.com/iue9Dt6.jpg)
[close]
Also, I assume production not taking advantage of the possible +10% Ordnance Points from character skills increase is intended?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Volfgarix on November 18, 2018, 09:44:40 AM
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.

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.
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.

Now I don't understand why would League and Diktat get mad over ruins.

Edit:
On other things. I'm thinking about shutting down refining plants if AI core won't help. Mining is able to pay for itself, but smelting not.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Graploos on November 18, 2018, 09:52:20 AM
Is it me or is running a simulation with multiple ships bugged?
Select 2 of my ships >  select 1 enemy > my 1 extra ship is unselected
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SafariJohn on November 18, 2018, 10:00:17 AM
You have to deploy allies, reopen the screen, then deploy enemies (or vice versa). Annoying, but that's the way it is.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sin on November 18, 2018, 10:02:50 AM
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
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Bishi on November 18, 2018, 10:12:28 AM
Released? OMG Hyyyype!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Dostya on November 18, 2018, 10:15:07 AM
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]
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Midnight Kitsune on November 18, 2018, 10:15:36 AM
Hey ALex, you might want to pin the release news in your Twitter! Unless you are waiting to have a more stable RC
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 18, 2018, 10:19:48 AM
Also, I assume production not taking advantage of the possible +10% Ordnance Points from character skills increase is intended?

Hmm, sort of - let me see how easy that is to actually take into account.

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

Hi!

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.

Hey ALex, you might want to pin the release news in your Twitter! Unless you are waiting to have a more stable RC

Thanks for the reminder! But it's already pinned, hmm - you're not seeing that? That'd be super odd.

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]

Thank you, noted this down! (Jeez, that's a lot of food.)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: CrashToDesktop on November 18, 2018, 10:29:50 AM
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.  
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cyan Leader on November 18, 2018, 10:32:29 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 18, 2018, 10:41:39 AM
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.  

Have to be honest, only keeping that one around for the "this is funny" factor. In theory could fix it by capping the spin-rate and so on.

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.

Huh, thank you! Guess the orbits must line up so the stations are nearby. Made a note!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Volfgarix on November 18, 2018, 11:25:01 AM
Is there a way to make your patrol actually stand up along with you to fight the invasion? My patrols run away from "Expeditions" despite my fairly decent fleet sitting by the planet.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Dostya on November 18, 2018, 11:25:16 AM
So I've been planning my routes with the main map and checking on everything in the minimap, and frankly they're not that accurate. This isn't the only incident or example of such around, merely one of the most obvious. There are other places closer to the sector I can probably find again. I'm guessing you updated the hyperlanes and didn't do anything with the sector or minimap?

Normal play map - note the radar display
Spoiler
(https://i.imgur.com/BDCvAmY.jpg)
[close]
Tab map
Spoiler
(https://i.imgur.com/jSwb5AD.png)
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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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Igncom1 on November 18, 2018, 11:43:28 AM
Using the intel tab to look at systems show you pirate bases that might not have been revealed yet?

Has anyone else seen this?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 18, 2018, 11:47:17 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Stormking on November 18, 2018, 11:53:09 AM
Great update. It got me addicted in half an hour. Again! And there went my weekend with no end in sight. Great job.
I also found a funny bug where a freelance admin I rescued from a pod at the edge of the map was sooo grateful that he's not leaving. Even after I kicked him out. (Or at least he's still on the pay-roll, if not on the job!) I hope there's an option to stuff him back into a pod in the future.

Also: can someone tell me where the faction management screen is? I must be sleep deprived from playing so much because I can't find it. I know the intro told me I could change the flag later, but I can't even find that. What I'd really like to find there is to set which goods are classified as "illegal" in my faction, cause someone got the wrong memo and put recreational drugs on that list and I'm sure I didn't say that. There's no state of over-workedness that would cause me to ban drugs. ;)

Lastly, the exploration section of the intel tab fills up awfully quick. Or maybe I'm flying around so much. In any case, I'd be just grand if there were a way to manage these the contents myself a little better, other than just marking things as important. When it comes to exploration in particular, I'd like a notice when I've last visited a system, and to note if I want to go there again/later. That way, I won't have to hold all that in my head until next weekend, which can't come quick enough now.

Cheers, and keep up the great work.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Dostya on November 18, 2018, 11:56:55 AM
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.

Cool. Thank you.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: CrashToDesktop on November 18, 2018, 12:26:28 PM
So, I've beaten down a pirate station that's spawned in the same sector 2 light-years away from my colony for the 5th time (we're next door neighbors and the neighbors don't move out no matter how many times I blow up their house), and I notice that the Pirate Activity is still going on, giving a monstrous -50% Accessibility debuff to 2 of my colonies even though there's not a single pirate fleet for 2 LY around my colony.  I look for the pirate base and it's...22 LY away, literally all the way across the Core Systems.
Spoiler
(https://i.imgur.com/VyNhxSp.png)
[close]
This feels far too out of place, and if I daresay, deliberately increasing difficulty for no particular reason.  Nuking the pirate probably won't be a problem (I've yet to get there...), but getting there?  That's literally 30 days of travel just to get there.  Why would a pirate bother to go that far to raid a place when they can choose literally any other inhabited system in the entire sector?  I respect the Pirate's decisions to make a base 2 LY away from my colony (the one that I've been dealing with since Day 1), but this, a base 10x as far away with every other Core system in between me and them, is just silly.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 18, 2018, 01:04:21 PM
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?

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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Thaago on November 18, 2018, 01:11:55 PM
@Stormking

I believe colony management can be accessed with the 'd' button? (Not at game right now, sorry) I found it by accident the first time and then tested all the keys looking for what they did.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sebenko on November 18, 2018, 01:15:36 PM
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.

To offer some hopfully helpful nit-picking:

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.

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.

Minor confusions:

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) 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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 18, 2018, 01:48:47 PM
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.

Welcome to the forum :)

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.

This looks like a bug - had a couple of reports of this; fleets should not hang around after the raid fails. If they didn't, then you'd generally have months of time between having to defend against raids.

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.

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.

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.

Thank you, noted!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Baqar79 on November 18, 2018, 02:06:18 PM
Just a quick question:
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?

Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sutopia on November 18, 2018, 02:08:37 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sutopia on November 18, 2018, 02:11:01 PM
Just a quick question:
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?


It's similar to the request ship build, they send everything to your first colony by default. You can adjust the gather point, however.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sebenko on November 18, 2018, 02:14:18 PM
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.

I was running RC8, looks like that was the issue. Thanks for the response!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: xenoargh on November 18, 2018, 02:24:51 PM
Woooohoooooooooo!  This made my weekend.

Looking forward to testing stuff to oblivion and beyond soon  :)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Baqar79 on November 18, 2018, 02:36:09 PM
Just a quick question:
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?


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 just swapped the planet and sure enough all of the Tech-mining ended up being forwarded there; Thank you!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 18, 2018, 02:46:47 PM
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.

(Had a similar moment during playtesting when a Hegemony and League expeditions showed up, fought it out, and promptly left.)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sy on November 18, 2018, 02:48:02 PM
i got a question about Solar Shielding and the Safety Procedure rank #2 perk: do these also reduce the hull/armor damage from hyperstorm strikes, or only the CR damage? the tooltips only mention CR, but i think it would make sense if actual damage was affected as well.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: CrashToDesktop on November 18, 2018, 02:52:22 PM
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?

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.
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.

Good to know repeating bases are getting looked at.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sebenko on November 18, 2018, 02:58:38 PM
Just a small thing I noticed- If a planet with a space station is renamed, the station doesn't change to match.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: TJJ on November 18, 2018, 03:23:53 PM
If you deploy a single capital ship against a large (15-20 ships) force of the Domain-era drone defences, you will frequently (5 out of 6 so far) end up on a wild goose chase looking for the final ship.

No idea where it goes (perhaps deployed in a 2nd wave?), but it typically takes a few minutes of aimless flying to find it. (I just stick autopilot on, and alt-tab out)

It's specifically the Bastillion-class ships that seem prone to wandering off.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 18, 2018, 04:03:08 PM
@ Alex:  I would have thought that you buy one ticket then, if you had Salvaging, roll the dice to buy one more ticket or not.  Thanks for explaining otherwise.  I will test it more, but so far, Salvaging 3 has been a royal disappointment so far, a contender for one of the worst skills in the game (if all I want is more rare stuff).

So far, I am really tempted to put points into the last two right Industry skills (for more colonies and/or stability, and better self-sufficiency and profits).  While I do want the most powerful combat monster, that monster needs a home of its own and income to pay for his war machine.

Re: Tech Mining
It has superb yields, but I get Diktat bullies coming after me, and my "Lone Star" faction is not strong enough to kill endgame or even late midgame fleets yet.  (My fleet is not yet strong enough to kill the biggest pirate fleets, let alone major factions.)  Thus, I have not built tech-mining yet.  If player is powerful enough to repel endgame threats, then sure Tech Mining is overpowered.  If not, player might attract enemies he cannot deal with yet.

So far, I reached a point that I cannot add more stuff to my colony without it costing money to maintain (and attract unwanted enemies too early if I try to tech mine).  I need to finish more bounties before I can build another colony or upgrade my fleet, or at least earn enough money to absorb losses for a few months.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Dostya on November 18, 2018, 04:59:05 PM
I'm still trying to figure out how to find Pather bases. I've been hitting up bars on planets with Pather cells in them, but no luck. I'm also not finding Pather fleets around to beat up either, and I've seen these bases spawn at wild distances away so...hmm. Regardless:

Spoiler
(https://i.imgur.com/Z0WUkJj.png)
[close]

Are my fleets supposed to be using tankers and freighters as top flight capital ships? It has tankers and freighters in it, and none of those designs are emphasized in my doctrine tab.

Spoiler
(https://i.imgur.com/UNXMdiC.png)
[close]
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 18, 2018, 05:03:04 PM
Patrols will have some freighters and tankers, though it looks like it's too much. It's not taking away from the combat strength of the patrol, though - rather the civilian ships added are based on the target number of combat fleet points. Let me make a note to check this out and possibly add freighters/tankers to the "typical heavy patrol" display, as I can totally see how that'd be confusing.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 18, 2018, 05:08:56 PM
Btw, I just want to say a big thank you to everyone that's posted bug reports, both here and in the bug reports board. My apologies for the lack of response to everything! There's a lot going on all at once, and I'm also trying to decompress a bit (the two weeks before the release were, let's say, fairly intensive), so aside from hotfixes, I've mostly been taking notes. (And my todo list <checks> has around 80 things on it so far. Cool.)

Going to dive into the meat of all this stuff sometime this week!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sy on November 18, 2018, 05:28:30 PM
you definitely deserve some downtime, imo! ^^

0.9 is awesome so far, even though it still has some rough edges. :]
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Dostya on November 18, 2018, 05:57:04 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Baqar79 on November 18, 2018, 05:57:15 PM
I think the humble Omen has quickly become my favourite frigate with that powerful EMP emitter ability, coupled with superb 0.6 shields (Reading the notes EMP arcs got buffed to 100% damage, but I figured that was on the weapons rather than the ability), and so it's replaced my Tempests and Wolfs altogether.

The Doom-Class phase Cruiser teleport mines are well.... powerful, I love the new buffs to this ship :)

EDIT: Whoops; Cruiser not Frigate.

On another note, those teleport mines have been known to be rather lethal to a few friendly Omen's on occasion...
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Thaago on November 18, 2018, 06:23:07 PM
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
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cycerin on November 18, 2018, 07:54:47 PM
0.9 is fantastic fun so far, great work Alex. ;D

Some oddities I've noticed:
-I restored a falcon(p), ended up with a normal falcon with an illegal loadout (way over OP allowance due to the hullmods) that you can then keep using provided you don't refit it afterwards
-You can colonize non primary orange stars, they have 100% hazard rating and no other features. Not sure if it applies to other stars as well
-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?

Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SpaceMonster on November 18, 2018, 08:17:31 PM
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?

This and the occasional pirate base targeting me from some unknown system a thousand light years away.

All the other colony threats have some "spend money to negate it" mechanic, and this could really do with something like "spend money to have scouts locate the base".
Or something like that. I have a colony with 1bn peeps. Can't I hire some of them to do some searching? Then I don't have to spend months trying to find these things.

(I dug through campaign.xml to find one pather base. Turns out it was 7 squares (not sure what the SI is) away.)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: TaLaR on November 18, 2018, 08:19:19 PM
-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?

Yeah, I'd like to know too.
Maybe putting sniffer in pather relay near unrelated Pather base in opposite end of sector would help? Or is it actually that base that causes my problem, I just don't see links between it and my colonies?

At least with pirates you can go look in direction raiders come from.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cyan Leader on November 18, 2018, 09:01:13 PM
Auto assign idle officers seems to be able to assign officers to ships even if they are over the limit.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 18, 2018, 09:06:36 PM
Thank you all for your support :)

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.

Auto assign idle officers seems to be able to assign officers to ships even if they are over the limit.

Thank you, noted!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SpaceMonster on November 18, 2018, 09:20:52 PM
If you swap two officers on the fleet screen, the tooltip (of the officer) on either of them shows the data of the other. (Swap them, but the tooltip stays the same as if they were not swapped.)
Refreshing the Fleet screen (pressing 'F') is enough to fix this.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Thaago on November 18, 2018, 09:41:18 PM
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?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 18, 2018, 09:59:30 PM
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?

Hmm, the only case that comes to mind is if things change during the month, i.e. stability goes up or down, an industry gets built, and so on. In that case, the actual income/upkeep for a month would be different since it would reflect the different states it was in throughout the month. Aside from that, I believe they should be consistent with each other.

(Also, looks like there's a bug in the "add industry" dialog, showing too high an upkeep.)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Dostya on November 18, 2018, 10:17:57 PM
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 release  

:D :D :D

Spoiler
Check 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]
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 18, 2018, 10:20:40 PM
Brb hotfixing

Spoiler
(Kidding, kidding)
Spoiler
But no really I will have to fix this at some point.
[close]
[close]
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Dostya on November 18, 2018, 10:24:10 PM
Brb hotfixing

Spoiler
What, space covert terrorist groups don't enter their secret space base locations in Space Wikipedia? *faints*
[close]
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cyan Leader on November 18, 2018, 10:41:24 PM
Echoing what DrakonST said before.

Just took down a pristine Remnant station and the loot was really underwhelming. Just a couple of weapons, about 60 supplies and no extra items like cores or blueprints.

Running with 4 rigs and lvl3 salvaging.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SCC on November 19, 2018, 12:32:49 AM
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 release 

:D :D :D

Spoiler
Check 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]
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.
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
Who isn't?

Alex, is orders tab goinh to be enabled Soon™, or in the next big update?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Draba on November 19, 2018, 02:19:15 AM
I also lost most of my weekend, great update!
Special mention for the explosive high intensity laser, so much fun I'm still driving the Sunder I got ages ago. Edit: realized this has been in for ages, just didn't notice in the notes and didn't use it :)

Some notes:
For reference, I started with the scavenging/exploration skills and got into colony management after.
Found a system with 4 awesome planets(with 2 big ruins) just "south" of the core systems, no nebula between only downside is 150(the best anyway)/175/225/250 hazard. 1-1 domain era comm and nav.
I just plopped down beta/alpha cores on everything and they aren't that much different in profit(~150-250K at size 3-5).

Techmining/AI core drawbacks seem insignificant to me, compared to their benefits.
All my things being in 1 system probably skews the picture, but even 2 level 1 orbital bases and patrol HQs dealt with the task forces by themselves at the start(admittedly after 2 raids wrecking my unprotected free ports :) ).
After seeing what hegemony inspectors do when I uninstall AIs now they just run into mysterious enemies on the way.
Colony income is ~600-800K every month and I can easily kill everything thrown at them with a 1 Sunder/1 Hammerhead/1 Shrike(?)/~10-15 wolf fleet at level 40-ish, only coordinated maneuvers and ECM skills.
Just noticed I can actually build ~15 Sunders/Hammerheads a month so fleet composition will also get a drastic overhaul :)

Also not sold on ground defenses, similar to MoO2: the way the game is built you want space superiority anyway. Might as well go for starbase/patrols.
Ground defenses are essentially a stability bonus, not that expensive but slots are limited so their upkeep could be reduced a bit(you usually give up income to get them anyway).

Very first impressions so could overlook some obvious things ofc :)


Plasma burn glitch example, started next to the frigate at ~3000 distance in the top left:
Spoiler
(https://i.imgur.com/E01OpPo.jpg)
[close]
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sutopia on November 19, 2018, 02:54:54 AM
Pirate activity is kinda nonsense. I got a system that is able to support one another with some very good patrol fleet (95% quality and over 200% size on all 4 colony) and pirates are still able to "interrupt" my trade. I don't even need cross-system trade and I've never seen any pirate fleet in my system, how can they possible interrupt it?
Also it's quite frustrating having instant -3 stab -50% ass just upon a pirate base/activity spawn. I thought it's supposed to be gradually increasing like luddys, causing huge trouble if left alone for too long, not just randomly kick your economy's ass.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Andrius227 on November 19, 2018, 03:03:34 AM
Hi. I think i found a little exploit. Not sure if it was reported, but i thought to report it anyway, just in case.

Basically, if a market has a bunch of damaged ships for sale, i can reload the save and all the ships get magically fixed.

Here i made a couple of screenshots to explain it better.
What i find initially:
(https://i.imgur.com/AqBRwIn.png)

What happens if i save and load my game:
(https://i.imgur.com/DWzKOgl.png)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Berty on November 19, 2018, 03:33:25 AM
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.

If the message in the intel screen gave some suggestions for finding hidden bases I reckon people would find it all less frustrating.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 19, 2018, 05:25:25 AM
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!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: DrakonST on November 19, 2018, 05:26:43 AM
Some things about balance:
1. WTF with misslies? 2-3 Reapers now blow up Onslaught with 2350 armor and all skills on ship survivality! In 0.8 for this battleship need much more torpedos. I have a full set of combat skills and when i take first Reaper on my Paragon i lost 15%HP and all armor and when i take second Reaper this rocket leave near 10% of total ship HP eating >8000HP.

So what has happened?

2. Nerf "Radiant". Ship with such stats of shields, weapons and armor/hull to op with jump system. I very despise creation of the battleship capable to overtake on speed battlecruisers flying a back forward. I see lots of this overpowered monsters on mods and really hate this.

It good for Guardian because it really boss ship. But line, serial ship too overpowered.

Battleship will be show or can fast moving only forward like Onslaught. Maybe better give Radiant new "Plasma Burn" system? Because no one Remnant have it and Radiant become a analog of high tech Onslaught.
--------------------------------------------------------------------------------------------------------------------------------------------------
Another bug, small fleets protecting some stations like mining stations or orbital habidat.
Spoiler
(https://i.imgur.com/OBeKz2e.png)
[close]
Also, Guardian on Cryosleeper well be as solo battleship? Or he will have escort ships?

Because after this single remnant defender i think Guardian it should not be lonely and it is simple bug.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 19, 2018, 05:44:40 AM
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 combat
I 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.

I have some idea what the various bases do after smashing some pirate bases, but the only thing that stands out so far is high-tech has mediocre energy weapons and annoying fortress shields.  Low-tech was more intimidating (if it focuses on guns instead of fighters).  Not sure what midline does, but it seems a bit like a variant low-tech.

If high-tech is (or can become equivalent of) like the Remnant battlestation, then yes, I want that death machine!  If it is nothing but tactical and graviton beam spam with maybe a few mining/heavy blasters, and its only gimmick is fortress shield, then... YUCK!  If I do not like high-tech, then it is a choice between low-tech and midline, and I have no idea what the differences are.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sy on November 19, 2018, 06:40:00 AM
minor bug: looking at the stats of my d-modded Heron, it seems either Malfunctioning Comms or Defective Manufactory doesn't reduce deployment supply cost as it should, though both do mention the reduction in their tooltip.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: planeswalker on November 19, 2018, 06:42:38 AM
Hey all, quick question, as of the current time of this post, is RC 9 the latest version that's out? Thanks
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cosmitz on November 19, 2018, 06:44:26 AM
Yep. You can double-check trying to re-download it from the page. RC9 is the newest.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cyan Leader on November 19, 2018, 06:48:35 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Recklessimpulse on November 19, 2018, 07:08:52 AM
They use best tech available to you so a high tech fortress with no weapon tech uses mining blasters and lasers. I don't know a way to control the process though.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Elijah on November 19, 2018, 07:34:01 AM
High-tech fortresses should probably cost more, right? Isn't in the lore that high-tech is better than low-tech, but low-tech is less expensive? Or is it more like Protoss vs Terran in Starcraft 2 where protoss are elves with fancy magic and low stats, while terran is less resourceful but more brute force?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Recklessimpulse on November 19, 2018, 07:37:42 AM
ANd just to put out a counter arguement, I have 6 bases one makes 200k two make -50 to -10k and the rest make 50k.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 19, 2018, 08:13:47 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 19, 2018, 08:46:24 AM
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.

("Pirate Activity" is more of a "shame what'd happen to you in a dark alley if you didn't pay protection fees" kind of thing, not necessarily involving direct fleet action. Think of it as more of a surge in organized crime.)


Another bug, small fleets protecting some stations like mining stations or orbital habidat.
Spoiler
(https://i.imgur.com/OBeKz2e.png)
[close]
Also, Guardian on Cryosleeper well be as solo battleship? Or he will have escort ships?

Because after this single remnant defender i think Guardian it should not be lonely and it is simple bug.

Guardian is supposed to be solo, yeah. The particular lone escort for a habitat is just the RNG rolling that fleet, I think.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Dostya on November 19, 2018, 09:12:14 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Deshara on November 19, 2018, 11:40:16 AM
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.

I no-joke barely managed to dodge a reaper in my new Shrike flagship, but cut it so close that I had to drop the shield to avoid setting it off, only for it to hit a piece of dust (Magec! *shakes fists*) next to it and boom no more new ship. Never realized there was so much AOE damage
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: ciago92 on November 19, 2018, 11:45:45 AM
Minor bug: when talking to a potential new officer, the amount of credits you have on hand isn't updated if you just completed a mission. I dropped off some fuel, got 35k credits, went to hire an officer, and it said I only had 1100. Accept wasn't greyed out so I hit it anyways and it worked fine, just caught me off guard for a second until I remembered I had completed the mission.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SafariJohn on November 19, 2018, 11:48:16 AM
Some more colony feedback, in no particular order:

Pop increases way too fast, and boosting needs to cost more so it actually sucks as much money as you can put into it. Maybe the costs should be: 1k(3) 5k(4) 50k(5) 500k(6) 1m(7) 5m(8) 10m(9). That should soft lock the player to size 5/6 colonies (so they can't brute force the economy) and help push them to go do high-value tasks instead of rolling in the colony income.

Seems like Cryosanctum should increase defense.

Battlestations seem much deadlier in real combat than in autoresolve.

Free-standing stations should suffer hazard penalties like planets: low gravity, extreme temperature, no atmosphere, etc. Would help explain why they're not everywhere.

Luddic Path sleeper cells are way too common/easily revealed. Like every planet and their dog has sleeper cells.

Shouldn't AI colonies without a Commerce industry lack an open market? Maybe size 5 and up colonies should get an open market automatically; if they have Commerce too then it has more/better stuff.

Related: it felt weird that player colonies never have black markets or military markets.


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.

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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Ubik on November 19, 2018, 11:51:12 AM
Regarding colony management:

I find it slighty confusing that I have to click every industry/structure to find out which one might be upgraded.

Any chance to add an optical cue for that on the depiction?
For example a greyed out arrow when I lack items for the upgrade, a green one when I can upgrade the industry/structure right now and none when there is no upgrade...

Colony defense:
One of my colonies gets raided. The enemy i stronger than my defense fleet but weaker than my own fleet, so they only engage when I am a bit off.
When I try to join the fight, my own defense fleet always defaults to let the enemy go, preventing me from fighting the raiders.

I'd like to be able to tell my own defense forces what I expect them to do...
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 19, 2018, 11:55:11 AM
Quote
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.

As for military market, it would be nice to have a military base market if only to dump excess vendor trash if I have a military base.

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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SafariJohn on November 19, 2018, 12:02:40 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sarissofoi on November 19, 2018, 12:24:58 PM
Bug report
Don't know if it was reported but I get constantly Nebula civ transport drop from fight s against derelicts and AI ships.
They are usually recoverable and are inside of debris.
Kind of strange.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Thaago on November 19, 2018, 01:00:14 PM
Not sure if this is a bug: I think procurement contracts don't reduce the demand/shortages on a world?

I've run about 600 units or organs on missions to Keptyn Starworks, which has a shortage of 200 units, and the contracts keep coming. Made several hundred thousand quite quickly. That said, the work is dangerous as I need to smuggle it out of lawful stations, past patrols, and then past pirates to get to the station. Quite fun!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Chronosfear on November 19, 2018, 01:27:17 PM
Hi Guys,

0.9 is in a nutshell is a blast.
I really enjoy it. still on my first play through.

My current play through.
Spoiler
I have been really lucky with my start.
took a easy bounty in a system nearby and while scouting the rest of the system,
I found a Legion only with "minor" d-mods. It was a real struggle to get it home (hat to scuttle parts of my fleet)
and was running dry in an empty system though my distress call was answered by a really friendly Sindrian fleet which saved me an my crew.
I had to bank it for some time until i needed a bigger fleet.
Spoiler
(https://preview.ibb.co/dnEPjf/Fast-Start-First-Bounty-and-a-wreckage-nearby.png) (https://ibb.co/eC7zH0)
[close]
Now I own a class 5 earth like planet with ruins and a class 5 jungle moon orbiting it,with ruins, too.
Also somewhat close to the core sector (~8 Days at Burn 16 to Westernesse, 9 to Tyle )
Spoiler
(https://preview.ibb.co/gnpRVL/Home.png) (https://ibb.co/hKQ0qL)
[close]
[close]

Now to the patch itself.

I really like the Apogee. Using it with the (buffed) Plasma Cannon which I now is worth using.
The Perdition (Luddic Path bomber) (but why is it classified high tech?? bug?) is okayish. (might be to weak for 12 OP) but i still use it in combination with a Khopesh Wing.
Warthog wing is not as bad a I thought it would be. Its more in line with other ships.
My new Mod to go is Efficiency Overhaul. (I use it on every ship) like ITU or Burnspeed before they got tweaked.-> Still think no need it needed due to the fact its only about resources and the player is the only
one in need of them and i reduces the combat power due to not having the little OP on other things.
I like how D-Mods a now more common even in the sector
The bar is a good one and I cant wait to see more Quests and such.
Spoiler
Bug in the bar?
Someone offering Heavy Armament for a cheap sum of supplies ~20. Which you can sell at the same(!) station for far more supplies then you traded it for
[close]
Red Planet!
Spoiler
Man did i get mauled the first time...
since I only took a small fleet since it was very far away. The redacted 5! Tachyon Lances BB kicked my ass
[close]



Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Deshara on November 19, 2018, 01:31:57 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Pimpio on November 19, 2018, 01:40:01 PM
There is a problem with hyperspace sector map generation. The stellar clouds are not in the place that map shows them to be.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SpaceMonster on November 19, 2018, 01:43:32 PM
Bug report

Expected: When you click on a column you can change the sort to that column. Click on the same column again to toggle between Asc/Desc.

The bug: Clicking on a different column that the current sorted one *also* toggles Asc/Desc for the clicked column.
e.g. On the blueprint production screen, keep clicking between 'ship hull' & 'size'. This changes the sort column but also keeps reversing the sort direction.

So far I can repro this on custom production, colony / planet list, etc.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cosmitz on November 19, 2018, 01:49:12 PM
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.

Press F1 while hovering over the Burn counter.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Baqar79 on November 19, 2018, 01:59:20 PM
Battlestations seem much deadlier in real combat than in autoresolve.

I thought this too (but figured I was imagining things), but I've joined a battle on my High-Tech Star Fortress (From Mining Lasers then Heavy Blasters and Finally Tachyon Lances so they do upgrade with what weapons you can make which is cool), and it lives up to it's name quite well; huge range, fantastic shields and very much like a super-unfair, bullet-hell, boss on a ship shooter.  Maybe the reason is the ship-size limit when I join a battle; so even with numbers they can't swarm in (and so are easily picked off), where with auto-resolve enemy fleets have no restrictions on how many ships they can field at once?

On another note, this is purely subjective...I wasn't going to bring it up, but since someone bought up the Battlestation, has anything changed with AI controlled ships during combat?  I'm not sure if I'm imagining things, but I've seen cases with dropping shields while under 25% flux to take damage, or not backing away at high flux levels, or backing away to safety and not venting, only to reengage with it's flux still above 60/70% or so.  FYI most of my officers are Steady/Cautious, but the same could be said for ships not commanded by an officer.

It's a subjective thing, so I don't know whether it's something I'm imagining, but I have found myself wishing for the seemingly more careful AI from the last version of the game.

EDIT:
I have a habit of doing this (Finding the answer to my question immediately after posting), but I figured the doctrine "Aggression" only applied to faction created ships.  I just read the tool-tip now and so found it applied also to ships in your own fleet that don't have officers.  I had it on the middle setting which is Aggressive, so I'm going to dial it all the way down to the lowest setting and see if that helps. Whoops  ::)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sebenko on November 19, 2018, 02:33:32 PM
Possibly related to the Reapers doing excessive damage, just witnessed a pair of Kopesh one-shot an intact hull Dominator.
Ships produced with custom production still have ISS prefixes instead of player faction ones for their initial names.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sy on November 19, 2018, 03:23:28 PM
what governs the strength of colony patrols? it shows the size and quality in the colony screen, but i think my numbers look pretty good, as does the rest of the colony. yet it only has two tiny "Fast Picket" patrols, and has had exactly those two for ~half a year now.

i got my doctrine set up, i got max stability, i got great access, i got good ship production, i got a Military Base and a Megaport. but even the occasional mercenary patrols that i've seen spawn from it are much bigger than my colony's own patrols.
Spoiler
(https://i.imgur.com/J2F7ger.jpg)
[close]

typical heavy patrol supposedly looks like this. except it never spawned anything even close to such a heavy patrol:
Spoiler
(https://i.imgur.com/G7Rd5KK.jpg)
[close]

i understand there's some randomness, and patrols can get thinned out by fending off pirates and such, and then will likely need a while to respawn. but i don't think that's what's happening here, because those two tiny patrols i do have are the same as they have been for quite a while, even though the colony had everything i thought it could need to spawn more and/or bigger ones for quite a while too.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 19, 2018, 03:25:56 PM
@Sy: could you email me your save?

The "typical heavy patrol" thing is way off, btw, but you should still have more than two fast pickets given the colony size and stats.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Thaago on November 19, 2018, 03:28:09 PM
I've also noticed that the 'typcial heavy patrol' doesn't take into account the universal colony modifiers (nanoforge and orbital works) when calculating quality.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sy on November 19, 2018, 03:35:00 PM
yup, will do.

edit: wait, what's your email adress? ^^
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 19, 2018, 03:41:27 PM
fractalsoftworks [at] gmail [dot] com

Thank you :)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sy on November 19, 2018, 03:45:50 PM
done
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: FooF on November 19, 2018, 04:14:09 PM
I only have anecdotal evidence but it feels like ships are going down a lot faster. There have been many times I've watched my flagship Hammership crumple like paper under only moderate fire. It didn't feel like this in the previous patch. Was there a change in armor or damage calculation? I doubt it but it does seem like something is off from previous.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 19, 2018, 04:23:42 PM
@Sy - hmm, this looks normal, at least, a few days after I load up the save, a regular patrol spawns, and 2 pickets + 1 medium patrol is what's expected here.

@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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sy on November 19, 2018, 04:28:29 PM
alright, i'll see if it improves on my end as well then. although, even 2 pickets and 1 medium patrol seems to me like a rather pathetic defense for that kind of colony, to be honest. ^^
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Flow_Rate on November 19, 2018, 04:46:26 PM
Hey Alex, I'm really stoked on the new release!

About colony economy:

I have two colonies, one is actually on a planet that is orbiting the other. On the orbital colony (A), I have mining and tech mining and some basic accessibility and military facilities, given it's a high hazard planet but has very rich ore/rare ore/ruins. On the other colony (B), I have refining and industry, as it's low hazard but also low resource. The UI does not show any internal trade, despite A making more than enough ore/rare ore/metal/organics for B.

Maybe they're leveraging nearby exports and imports with a trade differential? (more advantageous to buy+sell than to use internally?) Is there a way for me to figure that out easily?

I'll try to get some screenshots here in a bit.

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.



About combat: I'll echo others that there are a few weapons which seem very powerful right now.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: DrakonST on November 19, 2018, 04:46:37 PM
About Reapers, it seems not problems of separate rockets, it seems like problems in the "HE" damage mechanics. One Hellbore shot almost kill Lasher.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 19, 2018, 04:49:11 PM
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.

Hmm, not sure what you mean by this?

(As far as the colonies supplying each other, it doesn't really matter where they get the stuff provided they get it. There's a (fixed in dev version) bug that caused a commodity to be shown as being imported from out-of-faction when there's an in-faction source, though, so possibly that's it.)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: CrashToDesktop on November 19, 2018, 05:14:19 PM
After playing for a while, I realize having the date of events in the intel screen would be rather nice.  I've had so many attempts to attack my colony that I'm unable to tell if the current attempt has failed or not, and having dates would make it much easier.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 19, 2018, 05:15:56 PM
If it failed, the intel item should say "failed" in the title. Is that not the case somewhere?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SafariJohn on November 19, 2018, 05:18:27 PM
@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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Thaago on November 19, 2018, 05:29:36 PM
Did you have any skills? 22k/16k is only 1.375, and I think you can get up to that with skills.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Baqar79 on November 19, 2018, 05:33:51 PM
Hmmm, it certainly is worth checking research station debris after the original haul...twice.  Wasn't impressed by the initial haul, but it was ok (Needler & Mauler blueprints), check debris first time; Medusa blueprint found...ahh ok that's decent, lets check it again to be sure; Shade blueprint found.

I think the salvager occupation just became a lot more hazardous.... :D
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 19, 2018, 05:41:08 PM
It is worth spamming salvage on an object with rare stuff until you get literally nothing.  One time, I got a rare item on the sixth or seventh salvage attempt.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 19, 2018, 05:49:20 PM
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? I can only kill it with 5 Reapers with maxed skills, though there's not too much health left after the 4th. It takes 7 with no skills.

I did just find and fix a bug with Strike Commander causing the damage multiplier be almost double what it was supposed to, but that doesn't apply to regular HE damage, and stepping through it with a debugger, the calculations all look correct.

If anyone has more info/something to test out for this, that'd be super helpful!

(Another possibility, perhaps: Entropy Amplifier is more common now that it's on the Afflictor?)

Edit: just tried it vs an enemy with all skills, in case having skills somehow made the ship take more damage, but that doesn't appear to be the case. I wonder if this "suddenly taking too much damage" feeling is due to fighters doing way more than they should w/ Strike Commander, but it feeling like the damage came from something bigger-looking that happened around the same time.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Arrath on November 19, 2018, 05:52:36 PM
Are there any thoughts as to adding the ability to dictate which variant fittings a custom ordered ship will get produced with?

Say I come up with a custom Gryphon loadout and want all that I produce to come with that.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SafariJohn on November 19, 2018, 06:00:10 PM
Did you have any skills? 22k/16k is only 1.375, and I think you can get up to that with skills.

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.


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?

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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: CrashToDesktop on November 19, 2018, 06:01:32 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cosmitz on November 19, 2018, 06:12:03 PM
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 straight unmoderated damage that hull would get. I have given and taken shots from anti-armor weapons that just seem to 'penetrate'/pierce right through armor. And i even have the +150 armor/bonused armor skills.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 19, 2018, 06:13:42 PM
@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.

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.

Thank you for the added info. Good idea re: AoE damage; going to look at that angle.

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.

Hmm.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SafariJohn on November 19, 2018, 06:18:20 PM
I guess I should detail how I tested. For the record, I am on RC7; I don't think that affects anything though.

As I mentioned, I first saw it (but wasn't sure) on Saturday while testing a triple Typhoon Harbinger (no combat skills) against the sim Onslaught. The three Reapers would sometimes take the Onslaught to near-dead with one volley.


This evening, I took the Ambush mission's Afflictor, loaded it up with 4 Reapers and EMR, and killed the sim Onslaught with it by flanking to the rear. Never used the ship system.

I did this like 10 times. Usually it took 7-8 missiles as you would expect (1 or 2 get shot down sometimes). Twice, however, the first volley of 4 missiles was enough to destroy it.

With more controlled conditions (disabling the target's AI, using one of those meat-block ships in that testing mod, etc.), the effect can probably be observed with other weapons.


Okay, tested twice more as above while writing this and killed it with 5 Reapers both times. I'm going to keep testing.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SafariJohn on November 19, 2018, 06:42:06 PM
Okay, I've tested quite a few times, and here's what I've confirmed:

Without Entropy Amplifier:
7 hits to kill
6 hits to kill
5 hits to kill

With Entropy Amplifier:
5 hits to kill
3 hits to kill

I have a PD laser on the Afflictor and the low number kills seem to happen when I let it fire, but not when I tell it to hold fire. However, I'm not sure of this. I haven't seen a 4 hits to kill again yet.

I'm going to see if using different weapons in the turret has any effect. I hope not.

Edit: 2 tests with Ion Cannon

First test, hold fire - 7 Reapers fired to kill
Second test, free fire - 4 Reapers fired to kill

Edit 2: 4 more tests of each.

Hold Fire: 7 shots
Hold Fire: 8 shots (1 bounce)
Hold Fire: 7 shots
Hold Fire: 7 shots

Free Fire: 5 shots
Free Fire: 5 shots
Free Fire: 5 shots
Free Fire: 5 shots

There is definitely a relation there.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 19, 2018, 06:59:56 PM
... ok, this is crazy. Got it in 4 with no skills Ion Cannon firing. Not sure yet what the issue is, but just being able to reproduce it is a major step forward. Thank you!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: CrashToDesktop on November 19, 2018, 07:04:40 PM
@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.

Something I did notice is that custom production ships don't add in your faction prefix, they use ISS instead.  Ships that you buy from the Open Market do have your faction's prefix, though.

If it helps anything, I've conducted the same tests as above and haven't gotten the same results.  Using RC8, it consistently takes 7-8 Reapers to down the SIM Onslaught.  Had it in 6 a couple times, but that's it.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cosmitz on November 19, 2018, 07:45:52 PM
Doing the same tests, RC9, and i'm not sure if these numbers are what you guys are discussing (since 200% HE damage vs armor), but i can utterly and consistently get a Reaper, Ion Cannon or not, to to 5829 HULL damage on an Onslaught with 2695 armor damage. Hitting the side/back, the Reaper seems to auto-aim for the turret mount (flak i think on the SIM Hairtrigger but any of the two work) and it always does the exact same damage.

But yeah, hitting the back, for /reasons/ with the Ion Cannon firing there is a chance for 4/5.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 19, 2018, 07:56:43 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: MesoTroniK on November 19, 2018, 08:03:00 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: MajorTheRed on November 19, 2018, 08:04:38 PM
This version is awesome, definitly worth the wait!
I will post some comments after playing a couple dozens of hours, but I wanted to pointed that I'm always savaging Nebulat civilan transport on post-battle debris fields.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 19, 2018, 08:10:28 PM
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.

Hmm - I'm actually a bit hesitant because of the damage fix, since much of the playtesting was with the bug active. Let me think about it tomorrow, and look through the commits to see how confident I feel about it not breaking something else.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cosmitz on November 19, 2018, 08:20:51 PM
I think we'd all rather have a game system that plays out in a consistent fashion, even if some things end up out of balance because of it. Unbalanced we can play with/around, but randomly occuring damage-buffs, ehhh.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cyan Leader on November 19, 2018, 09:57:23 PM
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.

So after some experimentation, I confirmed that stations follow the weapons you highlight in the doctrine, even those already built. Here is my high tech.

Spoiler
(https://my.mixtape.moe/lehhxt.png)
[close]
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cyan Leader on November 19, 2018, 10:09:54 PM
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.

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.

Moreover, I feel that being hostile to a faction doesn't change things much. I imagined that being at war meant that they would often raid your stations and try to attack you but that never happened. In fact I never even received a single raid from them.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Histidine on November 19, 2018, 10:17:34 PM
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.

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.
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)

Yeah, markets will decivilize if their stability drops low enough for long enough, and tactical bombardment probably does too much stability damage.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Madao on November 19, 2018, 11:01:06 PM
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.

So we now have TeamFortress 2 style critical hits lol

In all seriousness we can live with it awhile whilst you do your do.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Obsidian Actual on November 19, 2018, 11:38:23 PM
  • 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

(In case this hasn't been answered 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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: StahnAileron on November 20, 2018, 12:51:59 AM
Two things:
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: The2nd on November 20, 2018, 01:31:59 AM
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...

Yes happened to me several times as well. Nebula transport. Still on unmodded RC6.

Also is autofit behaving weirdly for anyone else?

Here is an example:
Spoiler
(https://i.imgur.com/zQHQRJn.jpg)
[close]

It is replacing the burst pd with regular pd despite enough being in my cargo holds. It's adding Reinforced Bulkheads as well despite the option turned off.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Draba on November 20, 2018, 01:53:52 AM
Some more notes after a bit more time

Didn't see a recent roadmap so probably stating the obvious, something like an intelligence agency structure would be nice.
Can spend lots of money on discovering/killing ludd cells and stealing blueprints.


@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.

Of course I just didn't notice it, thanks :)

Yep, also seen lots of Nebula transports in salvage.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: DrakonST on November 20, 2018, 02:16:17 AM
Alex, what you think about bigger loot after battle against Guardian? In current moment almost no any sense to fight againts him. Maybe give after battle "Alpha Core"?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sy on November 20, 2018, 04:25:23 AM
@StahnAileron & The2nd: the Nebula salvage and autofit mismatch bugs have already been reported, yeah. a lot of players seem to encounter these.


  • 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).
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]
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Hiruma Kai on November 20, 2018, 07:23:08 AM
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?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Deshara on November 20, 2018, 09:17:34 AM
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?

All the aspects of this would be so abstracted on the campaign map that you could probably insert a campaign-level process-of-elimination puzzle. I know for a fact there are some that'd fit really well and one is on the time of my tongue but I haven't slept and I can't quite bring it to mind

but ignoring citing another pre-existing example since that part of my brain has been hit by an ion beam; the text fluff for pather cells mentions they require support from pather fleets to function. You then could make it so killing pather fleets drops a broken intel that gives three pieces of market information that is relevant to three pather cells that use aliases (cell [a]'s market has a volatiles mine, cell 's market doesn't have a starport, cell [c]'s market is on a barren world). Different intel uses different aliases and it's up to the player to piece together the clues to figure out what the real market is (the other two are fake?). Dropping marines on the wrong world causes backlash, but bc it's just marines dropped in to kill what might have been pathers and not, like, a raid or a tactical bombing the repercussion isn't "targeted market goes hostile". Maybe the fake cells are pather traps and targeting the fake cells causes a pather cell (with no valueable cargo) to appear and strike your fleet from the nearest hiding terrain?

oh shoot that was the intel from the recent cold war x-com ripoff that had shockingly poorly implemented combat
aw well, that part was worth stealing and putting into a better game
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 20, 2018, 10:27:24 AM
Another hotfix (maybe at this point it's just "slightly warm fix") is up, RC10. See OP for list of changes/fixes.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: CrashToDesktop on November 20, 2018, 10:35:20 AM
  • Hegemony Inspection industry disruption in case of hidden REDACTED reduced to maximum of 2 months
As an outspoken supporter of AI Core rights, I whole-heartedly support this. :)

Has it been said that the Orders tab under Command does anything yet?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sy on November 20, 2018, 10:45:30 AM
much appreciated, Alex!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SCC on November 20, 2018, 11:02:42 AM
Alex, can you check if the high-tech Star Fortress has Stealth Minefield module somewhere? None of the modules accessible in game does.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 20, 2018, 11:08:04 AM
Two of the "main" modules have a ship system (via skin) that spawns mines. Unlike the low tech/midline stations, the high-tech one doesn't have a minefield per se, but rather those two modules spawning mines like the Doom does, except more/longer range.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Gothars on November 20, 2018, 11:09:52 AM
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?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: ciago92 on November 20, 2018, 11:21:08 AM
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?


That's at least partially addressed, as I know when I went to the bar I found a procurement/transport mission that started with "Oh! It's you!" or something to that effect, that they recognized who they were talking to.



also, I have to give props to Megas' "spam salvage debris field until nothing is left" strategy: just found a paragon blueprint on my 4th(!) salvage run of what had been a research station
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 20, 2018, 11:23:00 AM
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!"
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cyan Leader on November 20, 2018, 11:48:12 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 20, 2018, 11:50:37 AM
Good decision to not wait until .1 to fix these issues!

(The tutorial supplies bug really cinched it for me.)

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.

Yeah, I'm curious to see how it shakes out, myself. I think it's probably safe to assume stuff will get toned down a fair bit at some point, in terms of income, fleet numbers, and so on.

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?

Hmm, yeah, maybe. On the other hand, there are levels of "local authorities" you probably don't want to undermine publicly, so it could be RP'ed in a few ways.


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.

There is, actually - maximum of two concurrent, and the rate at which factions get "angry" slows down when more factions (that send expeditions) are in play.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: dandylions on November 20, 2018, 12:11:14 PM
Amazing update for an amazing game. There are so many new hooks (buildings! slots within buildings! custom production!) that the possibilities for additional gameplay through mods or ongoing development makes me salivate.

A few comments, in no order in particular. This is coming from two most-games (as in up to level 35-45 in each, with a healthy empire going).

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.

- Markets - both open and black - seem to offer better stuff at the very beginning of the game. Particularly noticeable in terms of energy weapons and high-tech LPCs (the dual Atropos and Reaper torpedo bombers) at smaller, non-military markets. This inventory disappears within a few months and never appears again.
- The first expedition fleet sent against my colony in a game where I started a colony early on was a pristine Diktat fleet with two Conquests and almost no D-mods. No subsequent fleet has been as good from both the ship quality and quantity perspective. This is purely anecdotal though, as I haven't played multiple early colonization starts...

This may also lead to the "markets are emptier than they should be" issue. In the early colonization game, 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? In one game, I went full salvage and exploration right off the bat. Due to the overwhelming amount of stuff to do, I did not get around to the story mission for the technology cache, so all rare items have been found organically. That fleet has a dozen nanoforges and synchrotron cores, a couple dozen AI cores, pretty much every hullmod, and yet has only managed to find the Luddic Path blueprint package... twice.
- Extremely low sample size for this, but there may also be a weird interaction with repeat/incomplete fights against dormant Remnant fleets. I did the "second in command" option against a small fleet and it took three separate attempts to fully wipe out the defending fleet. Each post-fight salvage report included the same rare loot. The lowest level AI core, to be clear, so not that rare, but I ended up with three of them from a defending fleet of four or five small Remnant ships.

I think rare loot should only roll on the first attempt; in any case, the "keep salvaging until literally nothing comes out" is not ideal behavior, but people will end up doing it if blueprints are what are at stake.

-  -

Random final thoughts:

- In early game fights where I did not have sabots, I kept seeing sabot explosions appear against enemy ships? This was early enough in the game that I definitely did not have Longbows and I tend not to use sabots normally, plus in some cases I am pretty sure I saw no missile, just the sabot cone appearing out of thin air. (I mean, that explosion is pretty distinctive, or am I overlooking a visually similar weapon?)
- Colony economics are a bit weird right now. As other have said, they can ramp up to make too much money too quickly. Maybe limit construction to one item at a time, increase the up-front costs, or both?
- Is it intended that star systems can spawn with zero "stable locations"? I pretty much abandoned by first game as a result of that, since flying 20- days round trip to get intel updates was becoming cumbersome. (This game was also hit by the issue where a pirate base would spawn continuously in the closest star system that had stable locations, so any attempt at using those for a comm relay would get taken by the pirates almost immediately.)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: dandylions on November 20, 2018, 12:24:11 PM
Oh, just to shoot myself and anyone else who uses this exploit in the foot. ;D It's been around as long as Sustained Burn has: you can blank your fleet inertia by pausing the game and double-tapping sustained burn. This allows you to change directions effectively instantly, as frequently as you want, with zero downsides.

Interestingly, the hyperspace storm speed boost cannot be manipulated in this manner.

And I agree that hyperspace has a bit too much weather. Or maybe too many clouds. Either way, manual control (with screen lock off) doesn't bring any real benefits for long-distance travel, in my opinion. The timing of the storms implies "surfing" is very much a valid strategy, but I'm not sure the visual cues are clear enough that this can be taken advantage of explicitly, rather than just dumb luck and timing.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Vayra on November 20, 2018, 12:26:29 PM
god bless you alex for not taking our black hole colonies away from us
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 20, 2018, 12:31:05 PM
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.

To a degree - Pather cells ramp up attacks, and pirate bases grow over time, causing higher penalties to colony stability and accessibility.

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.


... 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.

Interesting - but later expeditions consist of a lot more fleets!

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?

Yep, pretty positive. I mean, bugs are possible etc, but I just re-looked at the code and stepped through with a debugger, and everything looks good.

god bless you alex for not taking our black hole colonies away from us

Oh, crap, how could I forget! Hotfix incoming

Spoiler
Kidding, of course. Is that getting old yet?
[close]
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Troll on November 20, 2018, 12:35:37 PM
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.


Finally started a colony in my bounty hunting focused game. Found a great Terran planet not too far from the Hegemony systems to the east. The only problem is that it is in a high danger zone, which I didn't wipe before.
It turns out when I came back with 2 other Conquests and my whole stack of stuff I stashed in Jangala, the Remnants built a base and now the fleets are gigantic with no hope to dislodge with two or three times the firepower...
At least the incoming pirate raid shouldn't be very successful  ;D
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: dandylions on November 20, 2018, 01:02:41 PM
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.

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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Vayra on November 20, 2018, 01:10:36 PM

god bless you alex for not taking our black hole colonies away from us

Oh, crap, how could I forget! Hotfix incoming

Spoiler
Kidding, of course. Is that getting old yet?
[close]

WAIT DOES THIS MEAN WE REALLY GET TO KEEP THEM  :o

e: is this because fixing it would break saves? :P
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 20, 2018, 01:10:43 PM
A bit more testing with Salvaging after finding few more new spots to plunder.

* No Salvaging gave me something useful (missile package) while other levels gave me Luddic package (yuck!).

* Unskilled gave me synchrotron.  Max gave corrupted nanoforge.  Levels 1 and 2 gave both!

* Unskilled gave me Squall and Gryphon blueprints.  Level 3 gave me a ton of useful hullmods and some blueprints like Ion Beam and Claw blueprints.  Levels 1 and 2 gave me Eagle and Astral blueprints, plus Ion Beam blueprints (most useful to me).

I suppose more Salvaging can do some good, but with results I have seen, it is a huge opportunity cost for such an unreliable skill.  I am not sure if Salvaging is worth it.  If Salvaging skill gave what unskilled does and (rolls the dice for) more, instead of rerolling the loot pot and possibly getting worse stuff despite a bit more stuff overall, then it would feel better, and it would be easy to see the results.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 20, 2018, 01:21:35 PM
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.

Yep, on my list to look at.

WAIT DOES THIS MEAN WE REALLY GET TO KEEP THEM  :o

I mean, I'll be fixing it for the .1 release! Just didn't make the hotfix; not exactly an "urgent problem" type of issue.


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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: DrakonST on November 20, 2018, 01:56:10 PM
When fix Remnant station loot and cheat-bug immediate updating colony market?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 20, 2018, 02:00:33 PM
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.
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cosmitz on November 20, 2018, 02:07:14 PM
I just have to say that indeed, the combat weirdness has been resolved with RC10. The game feels like the game again. Surprising how much it mattered for such a tiny innocuos bug i couldn't really explain but feel something was off. :)

Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Recklessimpulse on November 20, 2018, 02:17:10 PM
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...
yes I've noticed this as well
[/list]
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sutopia on November 20, 2018, 03:54:29 PM
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?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 20, 2018, 04:03:31 PM
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?

No - that hasn't been reported til now. In theory it should take 100k then give you 100k when you switch and so on, not resulting in any net gain. I'll check it out!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Deshara on November 20, 2018, 04:25:42 PM
I've always defaulted to being friendly to Hegemony bc of starting every game pirate-hunting in Corvus.
I founded my first colony in Syrinx after raiding the Independent colonies there into de-civilization the long way (bc the short way would cause the Hegemony to declare war on me and I didn't wanna have to destroy Arcadia) and selling every piece of everything they didn't have nailed down to Arcadia, only for the Hegemony to launch a decivilizing saturation bombardment on my colony almost as soon as I founded it, before the spaceport I queued immediately could be done. They didn't even declare war on me so after I lost most of my fleet (so bad that I finished the fight with the fleet logistics backliners who I'd put talon wings into, it got ugly) in an attempt to saturation bomb my (thus-far) civilian I'm not even allowed to retaliate.

Quite a context-changer. After the completely fair defensive battle, all of Arcadia's patrol fleets are now orbiting my colony, so I've declared a shadow-war against Arcadia. Since they're attempting to wipe out my colony without so much as giving me the opportunity to fairly react, I left the sector to go collect my arsenal from the Asharu platform, dropped back into Syrinx thru the completely hidden entry point of the gas giant (which is cool), Go Dark'd my way to my colony slipping thru their patrols, re-armed & re-upped then confirmed that they don't know whose fleet mine is and it's game time buddies.
Oh, it's against your laws for me to run without transponders? Eat torpedoes. Oh, you're trying to get a shipment of food to Arcadia station? How about a healthy shipment of torpedoes.

This update really re-contextualized this game for me.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: arcblade on November 20, 2018, 04:58:47 PM
This version (0.9a) do not support 4K display screen mode. But version 0.8.1a support 4K. :'(
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 20, 2018, 05:19:13 PM
This version (0.9a) do not support 4K display screen mode. But version 0.8.1a support 4K. :'(

data/config/settings.json

"4kThreshold":3600,

Change to say 10000, should be good to go.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cosmitz on November 20, 2018, 05:31:28 PM
Megaport built prompt says it will take 30 days, the upgrade itself takes 15 actually once clicked through. The cost is fine though, 60k both prompt and click.

PS: i have no idea what i'm doing with these poor people, send help
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SafariJohn on November 20, 2018, 05:51:28 PM
I think I'm running out of colony feedback. Good. What I've got:

Darkness seems like it should only have a +25% hazard rating, if any at all. The cold that would ensue is already covered by the Extreme Cold condition. Poor Light could be reduced to +10%, or be left simply as a descriptive condition.

I feel Extreme Tectonic Activity should have a +75% or even +100% hazard rating. Could you imagine living on a planet with "cataclysmic volcanism events"? Terrifying!

I think it would be neat if worlds with a strong magnetic field in a neutron star system weren't irradiated (unless they're an irradiated world, of course).


Noticed a cool detail: cold toxic worlds get a different description than normal ones.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Deshara on November 20, 2018, 06:19:20 PM
it's a little weird how the only way to take over an existing colony is to completely destroy the planet's infrastructure and then wait for everyone on the planet to die.
I get this feedback technically gets filed under "not-yet-implemented gameplay mechanics" probably, but the game has marines, colonial ground defenses, market infrastructure, administrators in charge of said infrastructure and the ability to pull up said administrators on a comms link but doesn't have a way to use your marines to forcefully oust the administrators of a colony with destroyed stability and install your own administration to switch a colony to your side in some way.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sutopia on November 20, 2018, 06:51:13 PM
I'm feeling the penalty of free port is way too low. Everyone is playing with all free port atm. Shouldn't there be some kind of organized crime that significantly reduce a colony's stability after long term free port?

Edit: and I'm getting free port as "excuse" of expeditions despite I'm running all non-free port, WTF?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Originem on November 20, 2018, 07:30:55 PM
Is there anyway to abandon colony whose size is above 3? I made the wrong choice so I want to change it. I shut down all the industries and the population seems never go down.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: TaLaR on November 20, 2018, 07:50:34 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SafariJohn on November 20, 2018, 08:08:38 PM
There is no niche for organized crime when state itself is running drug and organs businesses.

That's not what free port is. Free port means they're not illegal, so the state taxes all the (now-legitimate) 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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sutopia on November 20, 2018, 08:14:32 PM
Quote

I think it causes pirate bases to spawn more often and grow faster.

Doesn't really matter tbh. Pirate raid almost always fail and making dense colonies means killing 1 pirate base = solve problem for all.
Plus, I'm already down to the status that feels indifferent about whether there are pirate activities or not.  I just totally ignore them if it's -1stab -10%acc ones since I kind of know it won't turn into worst -3stab -50%acc if I keep it alive but not feed it.
I'm just finding even with all port not free port, every bad incident that should "more likely" happen on free ports are just giving as frequent hits on my "lawful" colonies. Why bother keeping it so "lawful" anyways, then?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: dandylions on November 20, 2018, 08:51:26 PM
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!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: TaLaR on November 20, 2018, 08:57:24 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Deshara on November 20, 2018, 09:04:21 PM
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 feel like it should siphon a proportion of your stockpile (Depending on stability) to a hidden black market the player can't interact with that funs pirate fleets fielded from that market.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: dandylions on November 20, 2018, 09:14:39 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: TaLaR on November 20, 2018, 09:22:42 PM
Yeah, in 0.81 you could get enough rare ships/weapons from just black market and loot at least for all the player piloted stuff and few officers.

In 0.9 I'm level 50 and I have found grand total of single Railgun (salvaged in Tutorial). Even commission military markets have fairly few weapons/ship (though TT might be just worst of them, due to low population).
PD lasers are common enough, as filler for rear slots at least.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Harmful Mechanic on November 20, 2018, 10:09:44 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 20, 2018, 10:24:33 PM
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.

Hey, cool! I kind of lost the ability to tell how it compares just due to working with the new version for so long, so it's really nice to hear that the performance improvements are tangible.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Ranik on November 20, 2018, 10:46:10 PM
Feedback for @Alex:

Recent design decisions in 0.81 and 0.9a have added a lot of great new features like Colonies but also made the game more of a chore at times. I sometimes feel like I'm playing a cost vs profit calculator rather than a game.

Reduce hyperspace storm frequency or density. It is already a resource / risk commitment to travel large distances in hyperspace. Losing potentially hundreds of supply and being jerked around by the new lightning boost system hurts more than it helps by making you lose control and potentially driving you straight into another storm section or forcing you to waste massive amounts of resources to go around. I had a few 100k Survey quests that weren't even worth it because fuel / supplies would cost just that or more to go to the corner of the map.

Nebula no longer reduces speed in battles. This has resulted in a loss of flavor. If anything Starsector needs more potential battle variety not less. Bring back the nebula effect, beef up asteroids if you are fighting in an asteroid field, make some new stuff whenever possible. Variety is needed badly.

Some systems have only one or two jump-points and they leave you right next to a star and it's Corona. The industry skills to reduce the effects should make diving for loot or probes near a star easier. Not a mandatory thing you need to use so you aren't forced to fly into a hazard in some sectors.

Certain sectors can have nothing at all, and other can be spammed with so many caches / probes it's a bit unusual. Not necessarily a bad thing, just oddly distributed if unintentional. (especially some sectors that seemed to have 5+ probes IIRC)

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.

"Starting ships for the "faster start" options now have some fairly benign d-mods
Goal is to introduce player to the idea that d-mods are "ok"
And to make adding damaged ships to their fleet feel better
Starting Apogee does not have a d-mod"

 Here guys, if you take these skills all of these things you will encounter constantly won't suck quite as much.... If you are having to sugar coat a system, then maybe the system is not what people like or want to play. As of now, they are everywhere and you are forced to constantly discard things because they are too broken, not worth resale, not worth or too expensive to fix etc etc...


Oh and have weapon store stocks decreased somehow? Outfitting brand new ships is even harder lately without carrying your own supply.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Shoat on November 20, 2018, 10:51:04 PM
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!

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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Histidine on November 20, 2018, 11:04:26 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Ranik on November 20, 2018, 11:22:21 PM
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.

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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sutopia on November 20, 2018, 11:36:52 PM
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.

TBVH you can just raid the colony that "obviously" have the blueprints and eventually it would drop.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: TaLaR on November 20, 2018, 11:37:38 PM
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.

Exactly the stated goal.
Combat on it's own brings only minor profit if done perfectly (no losses or over-deployment). Profit comes from bounties or whatever other overarching goal combat serves as instrument for.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sutopia on November 20, 2018, 11:47:04 PM
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 literally blow those ships into cm size pieces or at least entirely burned thru it's structure and neutralized it, it's already miracle you can still recover any to full operation.

And what's the problem with "hunt bounties for profit" ? That's the whole point of bounty. 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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Draba on November 21, 2018, 12:50:48 AM
...
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" :)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SCC on November 21, 2018, 01:12:09 AM
You get messages for convoys getting around; from and to where, what cargo. I think you can make money destroying them and selling their cargo at now-starved destination.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sutopia on November 21, 2018, 01:13:37 AM
...
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" :)

SS do have similar system. In case you installed comm sniffer you can get merchant convoy departure time and you can intercept them from some great loot. That's what you're talking about?

Also I recalled that you can kill the patrols which are stopping you from raiding colonies, and raiding colonies can be quite profitable along with some blueprint loot. For instance, Sindria is almost impossible to "stealth" raid, you almost surely have to kill patrol to raid the station, gaining you access to Conquest blueprint and rob their fuel refinery core if you get lucky. THAT core worth like 100k per month no kidding.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sebenko on November 21, 2018, 02:29:02 AM
Are neutron star systems allowed to have terran worlds?

Found a binary system with a terran eccentric world and a neutron star orbiting a red dwarf.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 21, 2018, 04:12:43 AM
I like storms now.  More often than now, I deliberately drive into them to speed up travel, regardless of the CR hit.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SCC on November 21, 2018, 04:16:59 AM
I just found out why Nomios exports so much harvested organs. That's grim.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Igncom1 on November 21, 2018, 04:33:49 AM
I like storms now.  More often than now, I deliberately drive into them to speed up travel, regardless of the CR hit.

I do the same, and seeing as I am feeling our the solar shielding this game, great mod btw, it's even easier for me to just be flung across the sector with little to no penalty.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 21, 2018, 04:38:24 AM
If I have Solar Shielding and can squeeze it in on the bigger ships, I will put on it.  More often than not I cannot, due to lack of OP or already at two campaign hullmods.

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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Shoat on November 21, 2018, 05:05:07 AM
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.

In it's defense, back when it was introduced that was actually a decent perk.
Nowadays there are way too many useful hullmods to ever max out both vents AND capacitors, so it's a lot less relevant.


There will certainly be many more changes to the vanilla skills in the future.
Until then you could easily just change the max logistics hullmods in the game's settings text file and just not use the extra slot you added until after you get the Loadout Design 1 perk.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 21, 2018, 05:21:01 AM
Messing with settings like that is cheating.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: dandylions on November 21, 2018, 07:39:53 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sarissofoi on November 21, 2018, 07:56:35 AM
Is this normal that Persean League don't have any fleet skills other than officer management?

Also small question.
What level of skill they exactly get? Is the max(3) skill or something between or is random or depend on some other thing?
Also
Is it possible to give pirates or/and scavengers safety procedures(lv3) fleet skill?

Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Originem on November 21, 2018, 08:07:33 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: ANGRYABOUTELVES on November 21, 2018, 08:09:29 AM
Loadout Design 1 is still useful for phase ships, the Hyperion, and to a lesser extent any highly mobile ship. If a ship can reliably close the range, dump a lot of alpha damage on a target, then back off far enough to vent, it can benefit from maxing capacitors.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 21, 2018, 08:19:17 AM
Hyperion does not need Loadout Design 1.  Max of 10 is enough.  (After 10 vents capacitors, I want dissipation to the max to vent as quickly as possible.)  I do not know about phase ships, though max seems plenty for the times I dabbled with them, if I have enough left for max in the first place.  (In case of Harbinger, I leave two rear mounts empty to squeeze out more OP I need for other things, super-max vents is not among them.)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Thaago on November 21, 2018, 09:23:19 AM
The performance improvements are also very noticeable on my computer as well - save/load/new game times are much faster than before and battles with lots of fighters run smoother.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sutopia on November 21, 2018, 10:08:09 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Serenitis on November 21, 2018, 11:43:53 AM
Aww. The Intel map mode with all the filters down the left has gone.
That was really useful and looked far tidier than the new rainbow blocks along the bottom. Ah well.
And you can no longer exclude hull mods that cannot be fitted during refit.

Not a fan of continual payment for storage AND an upfront cost. (I'm now lugging around some recovered tech that I refuse to store b/c it will cost me upwards of 5k/month just for that one item, and that's way too much)
Not a fan of ongoing crew/officer cost. That's been in before (maybe a mod) and was terrible in every possible way.
And the soundtrack is flipping bewteen tracks when travelling in hyperspace much worse/more frequently than previously.

Really appreciate the polished graphics elements tho, and the new tunes.
The Dram @ Tetra is also a nice addition.
And more importantly there seems to be almost no save-lag at all anymore, even on this clockwork i3. Still somewhat wary of F5. Time will tell on that.

There's something about the ship info cards:
They have sensor data on them now (neat!), but the sensor profile +/- highlights appear to be backwards (to how I understand they should work).
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.

Apologies if this has already been mentioned in the previous 58 pages.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Wyvern on November 21, 2018, 11:46:02 AM
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.
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: ahrenjb on November 21, 2018, 11:47:49 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 21, 2018, 11:50:43 AM
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.

(Thank you, fixed!)


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.

:D :D :D
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cosmitz on November 21, 2018, 12:02:14 PM
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?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 21, 2018, 12:03:40 PM
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?

Generally yes but speed above 20 does not consume extra fuel.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cosmitz on November 21, 2018, 12:17:12 PM
Guess that explains that. Separately, i think this is odd?  (https://streamable.com/ynkgd) They are all pirate Raider fleets (with a big Armada at the top), including the blips, and they have more than enough in those three detachements (with allies) to engage my fleet (https://imgur.com/Ujqv5NA). But they judge themselves unallied? Until the bigger blip at the top comes in? It shows 'maintaining' but i can chase around those fleets/running from me, instead of merging up in a coherent force which /would/ overpower me just with those two-three-four detachements. When they do engage it's roughly something like this. (https://streamable.com/4jwnk)

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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Wyvern on November 21, 2018, 01:04:38 PM
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).
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sebenko on November 21, 2018, 03:05:51 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Deshara on November 21, 2018, 03:09:38 PM
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.

I need to +1. The way it's not an action shot but a shot of marines admiring the awesome devastation they've wrought from a distance, implying not just the heinous power they wield but also the emotional impact it has on even those that did it.
Excellent. This game is incredibly well written and illustrated.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: marianojoey on November 21, 2018, 03:30:47 PM
Thanks for 0.9!!! It's awesome! ;D
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Obsidian Actual on November 21, 2018, 09:34:40 PM
Possible bug / typo:

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:


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?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 21, 2018, 09:43:50 PM
Hmm - looks like 2500 is 10%, and 2250 is you having that admin on the payroll for 9/10ths of a month. Can see how that'd be a bit confusing, though.


Thank you for all the feedback, everyone :) Very much keeping up with it!


(Really partial to the "raid industry" illustration, myself.)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: CrashToDesktop on November 21, 2018, 10:00:46 PM
Possible bug / typo:

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?
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Obsidian Actual on November 21, 2018, 10:35:33 PM
I stand corrected. So much for a frigate captain trying his hand at bookkeeping.

On another topic, it seems like 0.9a RC10 is still having a bit of trouble managing surveying in systems with more than one star (binaries, etc).

The planets are all fine, but it looks like the game is treating one of the stars as the "parent" of that system, which means the other star(s) get treated like a planet that can be surveyed.

Not that it impacts the game that badly; anyone foolish enough to burn their fleet's CR to brave the corona will just end up wasting supplies on an empty survey that doesn't net any data chips either.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Ishman on November 22, 2018, 02:18:06 AM
While playing I noticed pretty regular trade requests for Volturn Lobster - but unlike every other commodity there's absolutely nowhere I've found to buy it (the market info is just completely empty with no nearest system suggestions for lowest purchase price).

I'm thinking this is a bug with how commodities are put on the market if there's nothing that actually uses them?

Which leads into - probably should be a tag for luxury commodities that can be imported which are then consumed by the population for buffs. Representing increased happiness/productivity/satisfaction/reduced growthrate from all that coreworld animays ala space japan (that negative growth rate).
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Zaskow on November 22, 2018, 09:21:20 AM
Hi!
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?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sy on November 22, 2018, 09:23:49 AM
is blueprint drop chance affected by which blueprints i have already learned? as in, if i have already learned the Low Tech and Midline packages, will these two have reduced chance of being found again, indirectly increasing the chance to get a High Tech package (or any other hullmod i don't already know) instead?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sy on November 22, 2018, 09:26:31 AM
Hi!
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?
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.

i don't think there's a way to just turn off the stipend for the other starting options.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Volfgarix on November 22, 2018, 09:41:16 AM
I don't want to start a new thread, but there is a thing I have an issue with:
When I attack a trader fleet, then Obviously I get lowered reputation, of course, but when One ship manages to escape battle and I catch it again and finish it off, I get a hit to reputation again, isn't that a bit pointless? After all they were attacked by me moments ago.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sutopia on November 22, 2018, 09:52:28 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Deshara on November 22, 2018, 10:46:47 AM
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
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sutopia on November 22, 2018, 10:52:56 AM
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

And you easily defeat their expedition fleet with some patrol spamming Paragons. Size 8 market patrol is no joke.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Gothars on November 22, 2018, 12:18:36 PM
I know that the missions are not a focus anymore, but the For the Greater Ludd one is almost unwinnable with the standard loadout. The Piranhas just can't score any hits on the Dominator, it's PD is far too good. There's an easy fix, though: replace them with Perdition bombers as the mission standard. That would even fit much better thematically, they are special luddite bombers, after all.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Thaago on November 22, 2018, 01:53:30 PM
Well... I mean thats just kind of Piranhas. They are true 0 OP bombers and, due to their speed now slowing down fighters that escort them, they actually make the other fighters worse for being on the same carrier. As an example, I'd say Broadsword + nothing is more dangerous to everything except maybe stations than Broadsword + Piranha. You can occasionally get exceptions where the bombs hit, but generally the target needs to be flamed out, overloaded/all weapons disabled, AND stationary, as piranhas can't hit a flamed out but moving target with any reliability.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Igncom1 on November 22, 2018, 02:05:34 PM
I like Piranhas they are weirdly effective en masse at pasting down a wall of hurt.

Rapid fire or AOE point defence murders the wall, but for cost there are few better at putting down that much of a death screen.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Deshara on November 22, 2018, 02:19:05 PM
I'm getting super tired of piranhas, they're out of tune. I keep having to reload bc my mule gets clobbered by a wing of them even tho it's out of combat and has maneuvering jets.
They can't touch a cruiser or a battleship bc they have walls of flak, and can't touch a frigate unless it's been flame outted, so the bomber that's supposed to be used against large targets is only useful against the second smallest target and is almost a guaranteed kill against them at
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Thaago on November 22, 2018, 02:30:47 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cosmitz on November 22, 2018, 02:56:30 PM
Khopeshes and Pirahna seem to have the same downsides nowadays. I remember Khopeshes murdering everything last patch, but now, all dumbfire bombers (rocket/bomb/reaper) are kind of at a disadvantage versus homing/Atropos bombers because they just don't seem to be very good at predicting fire. Incidentally, i also have an issue with Longbows since they launch the Sabots really, really early. Carrier positioning also has a lot to do with how the strike goes, i saw.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Deshara on November 22, 2018, 03:09:34 PM
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.

I actually noticed that, when I use them they never get anywhere near the target and drop like, one, maybe two bombs each.
When the AI uses them it's a screen-wide blanket that even a 0-flux maneuvering jet boost can't dodge
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SCC on November 22, 2018, 03:14:14 PM
Piranhas are doubly obsoleted by Khopesh (as low tech bombers - they at least hit things) and Flashes (as area carpet bombers). From my experience they miss more often than not and are worthless.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sy on November 22, 2018, 04:06:39 PM
Well... I mean thats just kind of Piranhas. They are true 0 OP bombers
they are not 0 OP, if that's what you're saying. they are 10 OP, 2 less than Perditions.

as for balance, i actually think they are fine as they are. i used to think they're trash, as most people seem to do, but they do have a niche; they have *by far* the highest damage potential. if even half their bombs hit, they'll do more damage than any other bomber wing would do with all their missiles hitting.
most of the time, that damage potential isn't worth much, because they are so unreliable. but when they work, they *really* work, vastly outgunning any other bomber (except maybe Flashes?). so while i don't use them very often, i still do use them sometimes, and find them to be quite effective when used in the right combination and situation.

maybe they could stand do be slightly cheaper, like 7 OP or so, but i think they are fine as they are for the most part.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Serenitis on November 22, 2018, 04:14:35 PM
Piranhas have always been terrible, because they do more damage to my fleet than to the enemy. They launch their bombs far far too early, and usually either behind or on top of a friendly ship. EVERY time I've tried to use them, they have caused me immense amounts of frustration and anger.
They are the only fighter I will actively avoid using.

Also colonies: LOL
I saved 1M spacemonies and built my first colony. All I wanted was somewhere I could resupply, and hoard useless tat without fees like the game mechanics are trying to encourage.
But as soon as it starts producing enough fuel and supplies to actually be useful to me, it gets flattened by a Sindrian fleet comprised of a Conquest and approx. 30 support ships. All of which are equipped with high-end gear.
I have a Dominator, a Heron, 2 Falcons, 2 Wolves, 2 Mules, 1 Hammerhead, and 1 Shrike (plus a gaggle of transports and tankers). Which are fitted with whatever could be salvaged.

The battle did not go in my favor. At all.
Apparently they were upset because I was making machinery. Machinery which was essentially a by-product that I wasn't using or caring about.

Is there some point I'm not getting to punishing the player for even attempting to be successful?
I mean.... It makes sense from a 'reality' pov. Crush the upstart. Keep the plebs in line. Etc.
But as far as gameplay goes, it's not exactly encouraging or fun.


Fun observation: When you found a 'faction', if you have a portrait pack active any images defined in player.faction get loaded as officers in your spawned fleets. This owns.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sy on November 22, 2018, 05:28:43 PM
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.

also keep in mind, you don't *have* to win that battle. if it is hopeless, just avoid it. let their fleet do its thing. they'll disrupt your industry, but they're probably not gonna destroy the entire colony, so it's not exactly a "game over" state if you're unable fend them off.

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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sutopia on November 22, 2018, 05:41:52 PM
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.

Well with pre-RC10 when multiple factions can sit their ass on your station, it created much epic-er battle fighting against 6~8 HUGE fleet and blowing up HUNDREDS of warships in one single battle, including over a dozen of capitals.  

The thing bothering me now is, why defending personally can cause rep drop while my AI handling doesn't?
More hilariously, I tried joining battle without deploying single vessel, just to watch the gorgeous firework created by my patrol/station vs super fleets, and I'm receiving rep drop.
Seriously? I'm just frekin watching. Now I'm paying 3 rep for every firework show?

IMO just apply something like -3 or -5 rep when player did not avert the expedition and do not apply any rep penalty when defending against them. It's especially annoying when they send fleets in waves and forcing you to chain-battle = chain-drop-reputation. It simply feels bad.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cosmitz on November 22, 2018, 06:05:35 PM
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.

I think the bigger point is how the transition goes. I agree with Alex that Colonies fill the spot of the 'end-game' of Starsector, but it just seems like it's relatively /easy/ to set-up a colony now when you're entirely not in a position to maintain it, let alone defend it. There's also the issue with no 'small' expeditions/Raids (balanced for the 'risk' you pose), the first basic one even from Pirates being relatively a mid-late game fleet. There's also the matter of how colonies as they are now, optimal gameplay dictates that it's not only counter-productive, but anti-play to 'live'/grow alongside your colonies, and when you do plop one down, within two months it should be entirely maxed out, having thrown a good million or so at it, and 20 hours of exploration loot before hand at it.

It's just easy, middling around in Starsector, to end up in that position where you can do something and it's fun and it's new gameplay oppourtunities, but you don't take them because the game is 'rigged' to punish you. Not designed per se mind you, just for the moment, it seems like a red-herring proposition.

And yes, you can abandon colonies and yes, there is room to make mistakes and come back from them, colony-wise, but it's also equally easy to invest a lot into them, and end up fleet-less, colony-less, -200k in the hole, -repped with everyone and basically in a situation where starting a new save would probably be smarter.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 22, 2018, 06:11:42 PM
Re: Piranhas
Piranhas are useful for one thing - smashing battlestations.  Battlestation fights are much more common than in 0.8.  I would not want Piranhas in ship-to-ship fights, but they are nice when chewing through tons of hit points battlestations have.

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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Hiruma Kai on November 22, 2018, 06:29:55 PM
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? :)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Histidine on November 22, 2018, 09:31:17 PM
Random thoughts:

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
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Embolism on November 22, 2018, 10:14:16 PM
I think Pirahnas should have LMGs back. Also Tridents should have Burst PD.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Vind on November 23, 2018, 02:08:11 AM
Player faction is not even on factions page. Player character is basically grey cardinal manipulating owned colonies from the shadows but known to other factions only by personal deeds. 15-30 reputation loss for each defense ( as you cant control allied fleets -they will chain attack 2-3 times per fleet) against expedition fleet would be pretty big loss but maybe this is the idea for later as stopping the attack by diplomacy cost exactly 25 reputation.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Schwartz on November 23, 2018, 02:41:17 AM
I will say that it's wonky to have 'inofficial' hostilities, number one. And then that you take a reputation hit at all, number two. It sorta works to keep the player on his toes while not forcing him into all-out war, but I'd prefer this not be tied to fleet engagements. So that the player can actually participate. Making it preferable to let the fight happen AI vs AI is like the 'game doesn't want you to play it' trope.

How about just giving a flat -X points penalty after a successful defense, with no extra penalty for the player fighting expedition fleets?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: The2nd on November 23, 2018, 02:58:02 AM
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.

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.
 
In my first playthrough I started my colony while having only 2 cruisers some destroyers and frigates. I had done a lot of exploring and had 1M credits in the bank from selling blueprints. Just rush all relevant buildings and go free market. You should get a station up in time before the first raid and it was a cakewalk for me from there. Defend with your station as meat-shield and scale your fleet with industry. Soon enough the colony will solo most  incoming expeditions.   
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cosmitz on November 23, 2018, 04:36:07 AM
Still, i assume 'rush all buildings before they know you're there' was not part of the design plan for colonies, otherwise you'd just have a button that says 'insert 1 million credits to start a colony and get a fully functioning setup that won't get crushed in two months'.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sarissofoi on November 23, 2018, 04:55:37 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 23, 2018, 04:59:26 AM
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.

Early synchrotron means Diktat will raid my colony before I am ready to defend it.  My tech mine produced as much fuel or more than my fuel plant with synchrotron until my colony grew to size 5 or 6.  Even the tech mine was enough to send Diktat (and maybe Persean League too) against me.

But, before the expeditions, I had pirate attacks.  If I do not get combat skills, and I still only have an early or midgame fleet, even pirates will be hard to stop.  If you do not focus on combat related skills (and take exploration and colony skills instead), the difficulty spike in midgame will make things hard.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Draba on November 23, 2018, 07:09:35 AM
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.

Yep, just go for the cheap things(mine, farm, tech mine) and a lvl1 station to defend.
Don't add fuel/industry on a high hazard world if you do not have admin skills, at least a beta core or 6-7+ colony size.

Stations make combat really easy. Second playthrough I'm doing single colony, plopped it down the moment I got ~200K and defended it with apogee/player hammerhead/3 wolves.
Might be just high tech being good, didn't try the rest yet,

...

See the previous point, without skills and/or on medium-high hazard go for the cheap things + station + growth until you have enough cores(or 6+ size where anything works).
Any planet worthy of colonizing will bring in a few 10Ks right off the bat(low hazard => cheap, high hazard => you want it because it has lots of natural resources).
Hazard isn't a big deal, just means that:
- you can't use industry/fuel/refining on high hazard worlds in the early game, without cores and/or industrial planning
- you shoulnd't put industry/fuel/refining on high hazard worlds if you have lots of colonies(didn't run the numbers, might come slightly ahead with the extra market share if you only have 1-2 low hazard ones)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Drone_Fragger on November 23, 2018, 07:58:43 AM
Minor Typo Bug report that's not worth making it's own thread for:
Perdition Bombers (the luddic path jury rigged ludds hammer bomber) is incorrectly listed as High Tech. I would guess it should be listed as low tech given that it's both luddic path and jury rigged?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 23, 2018, 08:29:27 AM
@ Draba:  I discovered some of the finer points of multi-colony management you mentioned the hard way, and will probably do much what you say.  I probably will get max colony skills in every game because they are so fun.  I like having lots of colonies, and I like to have lots of money so I do not need to chase bounties if I do not feel like fighting.

For the moment, I have four colonies, my main 175 hazard water world which is now size 7 and still producing a little over 150k (without free port), a size 3 gas giant colony for volatiles (which I do not want to grow), a size 4 100% hazard terran eccentric much like water world minus the rare ore (wanted to freeze at size 3, but that was impossible), and a new 175% arid world much like first water world (colonized as a waypoint to find new colonies further into the fringe and inch closer to the "Red Planet" at the northeast corner of the sector), but further into the fringe.  For fourth colony, I want to freeze growth, and so far, my admins are doing that job.

Another Surveying check:  Found a research station in system near my fourth colony.  Looted it unskilled and it gave me Tempest blueprint, corrupted nanoforge, and pristine nanoforge - great haul!  Reloaded game, took Surveying 3, looted station to find... junk!  Yet another Ludd blueprint.  Maybe Odyssey blueprint too, except I already got that one earlier.  No nanoforges at all!  The rare stuff find was worse than unskilled!  At this point, I will never touch Surveying, because slightly more (but not necessarily better) loot overall is not worth three skill points!  1 may be convenient for the partial survey ability, but it is better to man up and pay for full survey to save the skill point.

After few in-game months of exploring, my stolen relay is still under League control.  (League expedition committing war crime by stealing my relay I built, and I cannot get it back without being insta-hostile to them?  Outrageous!)  I will probably sign for Hegemony commission just so I can be temporarily hostile to the League and reclaim the relay the League stole in my system, and raid their industry for blueprints while I am at it.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Fandanguero on November 23, 2018, 09:04:24 AM
So, system-wide bonus-giving structures are not defended and our patrols don't recapture them?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Serenitis on November 23, 2018, 09:07:01 AM
I've been finding a LOT of officers recently, and I at one point had 10/4. (ie: Six more than I should have been able to have.)
And ALL of them cost upkeep regardless of whether they can be used or not. And they cannot be swapped with existing officers until you unlock more slots for them.
I dismissed all the 'extra' ones as that was all I could do with them, and felt mildly annoyed that I got something useless instead of more crew or organs.

Is it intentional to saturate the player with officers like this? Because it seems less than helpful.

Tried colonising again, this time rushing military structures as best I could.
Results are better, but that's one hell of a trap. And quite a railroaded sequence you need to follow.

Still not quite getting my head around how a months old size 3 colony out in the galactic sticks is out producing centuries old core worlds with several orders of magnitude more population, infrastructure and support enough that it's taken over a QUARTER of the market share for some goods.
Something between the sector economy and the player economy is way off. (Either the sector econ is too 'flawed', or the player econ is too 'good'.)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 23, 2018, 09:07:52 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 23, 2018, 09:13:51 AM
Just remembered one annoying thing.  I colonized a planet, but lacked the metal to build a relay.  I went back to another colony, got metal, came back, and the Independents built a relay in my system, and I cannot take it without becoming hostile to them.  They live in my colony and build the relay for their convenience.  Ungrateful squatters.  Needless to say, I reloaded the game, (EDIT) colonized planet (because the ruins on the planet had rare metal I need to build relay), then immediately built the relay.

Moral of the story, if you want to colonize in a system, claim all stable points and relays immediately.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Creepin on November 23, 2018, 09:24:43 AM
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.
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?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 23, 2018, 09:55:45 AM
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.)

Midline stations, at least low-level orbital stations, are not too good because they focus all of their firepower either forward or backward, but not to the sides.  Meaning there are two big blind spots while midline focuses all firepower ahead.

At least low-tech is omnidirectional like high-tech, and it spews tons of ballistics (at least it did against my ships when I fought them).  Its shields are not that great compared to high-tech, and are fairly easy to smash if you can whether the bullet hell spray from the station.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Venatos on November 23, 2018, 09:57:08 AM
not sure this is working as intended:
got myself a nice colony and built it up a little. next thing i know, the sindrian diktat(which i am NOT at war with!) sends a battleship with several cruisers, destroyers, carriers etc. to f*** up my miningsite.
my fleet of 5 destroyers and 5 frigates is no match for it, so i cant defend.
my miningsite is shot to hell and out for 200 days! so i decide to bite the bullet and abbandon the miningsite and set up a new one somewhere else on the planet(aka i invest a lot of money to cut the time down to 30 days)
imagine my surprise when somehow my new miningsite is still out for 200 days.....

i also noticed that all the bounties jumped from around doable 80k to 180k which my fleet just cant handle since i put up the colony.(its on a terran planet in case that matters)
is the colony contributing to the bountie increase or did i just spend to much time and money on it and fell behind the curve?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 23, 2018, 10:01:22 AM
You probably fell behind and cannot catch up.  After a while, the low difficulty stuff becomes much rarer and there is a big spike in difficulty with the next level of threats.  I likewise struggled, and barely made it out, though I had to take max colony skills (so my colony would not put me in debt after it grew too big), then some combat skills (read: gunnery implants, electronic warfare, loadout design, and helmsmanship) when my fleet could not win against some of the tougher fleets while unskilled.

It is better to build up combat first, then exploration and/or colony stuff later.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Venatos on November 23, 2018, 10:02:24 AM
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.
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Thaago on November 23, 2018, 10:10:58 AM
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!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Creepin on November 23, 2018, 10:20:54 AM
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 :)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 23, 2018, 10:24:24 AM
Trying to make sense of the Salvaging skill as seen in the game... I do not know if I can.  The way the skill works seems bizarre and hard to evaluate.  Anytime I find something that looks good, I save, then compare the results with varying Salvaging levels.  The results vary by skill level.  Sometimes, more Salvaging is better quality and quantity, sometimes not.  That last loot I did from a research station would have made Salvaging 3 look terrible.

All I care to get from abandoned stations, ruins, and the like are blueprints and other exotic items like nanoforge.  I could not care less about the items I can buy or loot from yet another fight elsewhere.

Aside, I am sick of seeing lots of Pirate and Ludd blueprints.  I would like to see more baseline blueprints, either basic, non-affiliated pack or more rare blueprints.  The pirate pack at least has some useful and unique hulls (Colossus 3 has Ground Support hullmod for raiding stations), but the Pather pack is useless by the time I get one (don't need SO Lashers by that point), and the Church pack can probably be replicated and more by the basic low-tech pack.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 23, 2018, 10:42:35 AM
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? :)

Check the income report tooltip :)


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.

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

I think I've got a note about that, yeah...



Making it preferable to let the fight happen AI vs AI is like the 'game doesn't want you to play it' trope.

That's an oversight; on my list!


Is it intentional to saturate the player with officers like this? Because it seems less than helpful.

That's just luck - they're fairly rare compared to the other outcomes.

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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 23, 2018, 10:49:08 AM
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.
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 23, 2018, 10:50:49 AM
It's not impossible to evaluate - it gives you 50% more rare stuff in the long run. It's that simple.

Edit: I guess the "verify" part is more difficult, that's true.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 23, 2018, 11:09:56 AM
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.)

I have not yet tried raiding factions for blueprints yet, so I am not sure how useful extra blueprints from exploring with Salvaging 3 will be.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Deshara on November 23, 2018, 11:14:57 AM
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.

This actually doesn't even require hand-waving, mostly bc Raids don't involve ships -- the salvaging mechanics kind of establish already that the Sector doesn't really have the tech to track & scan everything floating in space -- in order to find out what's inside of a container floating in space you have to actually have a dude suit up and go pop it open, which is why you lose crew and machinery doing debris field salvage
so, if you wanna raid a starfort, you just go way outside its range, stick marines into a container and kick it towards it. When it arrives, pop goes the weasel, they blow thru the outter hull and do the raid. When it's time to go they force a crew member to pilot an empty shuttle out of the starfort to see if the defenses are cheeky & vaporize anything trying to get out -- if not, they just steal a shuttle and leave. If the defenders are attempting to prevent an escape, they raid their way to a crew quarters and start giving people oxygen tanks and kicking them out into the vacuum to get chewed up by cheeky defenders until they realize all they're achieving is killing their own people and stop, and then they leave under cover of a cloud of crew members being spaced to drift outside of the gun's range before being picked up.

And in all of those cases, said tactics don't work if there's a fleet to support the station.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: StarGibbon on November 23, 2018, 12:07:08 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Venatos on November 23, 2018, 12:49:11 PM
Returning player here for the new build.

Tutorial battle still far too difficult for a *tutorial*.  etc.


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.
did you by any chance take the hard or merchant start?

edit: either way, the tutorial should allways be exeptionaly easy, so if the endfight needs some cutting back, im all for it.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Fandanguero on November 23, 2018, 01:07:43 PM
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.
One of patrols did recapture it after some time.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Shad on November 23, 2018, 01:14:27 PM
I'm loving the revamped Doom Cruiser. It really is a nightmare in the right hands. BTW, the phase mines make for an excellent way to clear fighter formations.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: StarGibbon on November 23, 2018, 01:25:33 PM

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.

Not certain I understand. I started with the wolf and the drone tender on normal difficulty, and was given the combat-useless crew carrier, crippled hammerhead, crippled condor, and another wolf from the salvage mission. No other ships were recoverable, and there was no further "doubling" of the fleet.  Had to reload the battle against the enemy fleet containing the hammerhead and the rocket cruiser at least 6 times before I made it through without unacceptable losses. The D-mods on the salvaged ships seemed especially severe (a damaged flight deck on a carrier renders it essentially useless).

I realize this opens the door for everyone to tell me how much I suck, which is fair, but Im just telling you if I found it problematic, then there are plenty of other new players who will too. If the tutorial requires overly specific strategy or skill selection to succeed without explaining this, there's a problem.

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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 23, 2018, 01:57:44 PM
When I started 0.9, I got lucky and both fleets moved far enough away from the gate that I could sneak to it and fix it, return to base, then fight the gate guards after the bounty was posted for free money.

0.9 AI still has a trace of the cowardly behavior from 0.8, though not quite as severe.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 23, 2018, 02:12:57 PM
Just plopped down my fifth colony on a Arid world with 100% hazard, mostly as a waystation world, and reactivated a Domain comm for news.  Unfortunately, it has positive growth (even with my inferior admins) so it is a matter of time before it reaches size 4.  After my experience with Independent relay jumpers, reloading game to colonize without the relay probably means the indies will take the comm relay (and then I cannot take it later without becoming enemies with Independents).

I wish there was a way to freeze growth or abandon colony regardless of size.  I like to setup some colonies as a temporary base.  It would be annoying if I need to abandon bases periodically just to prevent permanent lockup of my colony or admin slots.  (It would be tacky if I need to rely on enemies or destabilization to remove grown colonies I do not want anymore.)

Speaking of growth, eventually, I need to swap my character for an admin with negative growth to maintain size 3 on gas giant colony.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SafariJohn on November 23, 2018, 02:24:21 PM
The D-mods on the salvaged ships seemed especially severe (a damaged flight deck on a carrier renders it essentially useless).

I think the tutorial ships' D-mods are random. (Which is very bad IMO, for cases like this.)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Shoat on November 23, 2018, 02:47:16 PM
The D-mods on the salvaged ships seemed especially severe (a damaged flight deck on a carrier renders it essentially useless).

Wow. You're gonna have a very tough time in 0.9 if you are that unreasonably picky.

The damaged flight deck is fine, having any fighters (even talons and broadswords) out at all is a HUGE difference in an early game "both you and the enemy have tons of d-modded crap ships" battle and can very easily swing the fight on their own, even with reduced speed and health from a damaged manufactory or with reduced replace rate from the other fighter d-mod.
2 sets of basic fighters with that d-mod debuff can still solo-kill any destroyers (or venture) in those tutorial battles (i literally just quickly re-did the entire tutorial to test this to make sure i wasn't just lucky in my past few savefiles) while you just dart around punching frigates. Heck, in the second battle I just hung back and did nothing and still won with no losses.


The other d-mods aren't a big deal, either, your opponents' ships are just as *** as yours and you outnumber them (after salvaging ships in the tutorial, your fleet is bigger than either of the two pirate fleets, and they don't seem very enthusiastic to engage 2v1).


Again, I do not understand how you can find this tutorial battle difficult. If you have to restart 6 times to "not have unacceptable losses" (which is already questionable, if you consider all the d-modded ships you're given "useless" how can any los be "unacceptable"?) 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).
Those battles are extremely easy given the huge pile of advantages the game gives you to prepare for them.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: StarGibbon on November 23, 2018, 03:18:52 PM
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).

Alright. Took at least 4 replies for someone to be a complete ***, obliviously missing the point. By modern internet standards that's actually pretty decent, so the forum can feel--good?--about that I guess.  If you don't want to pay attention to someone reporting a problem that it's possible to have in the first few minutes of the game, in the age of the 2 hour Steam refund, that's fine. But I've got better things to do.

Please carry on thumping your chest. I'm going to demonstrate how impressed I am by doing almost anything else.  Continue talking about how great you are at the game, and write really long indignant responses to this one. I promise you Im going to be listening very closely, and not, you know, forgetting that I even bothered to report it 5 minutes from now.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SCC on November 23, 2018, 03:28:47 PM
It's true, though. In 0.9 there are many more (D) mods and less methods of preventing (D) mods from occurring. Most of them render the affected ships "essentially useless", so you just have to clench your teeth and make up for (D) mods with skills, or cough up for restoration.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sy on November 23, 2018, 03:52:36 PM
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. ^^
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 23, 2018, 04:02:09 PM
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 appreciate the feedback! This is a bit of a tough call for me. I feel like the tutorial should prepare the player to play the game. Having to reload multiple times to win this fight ... well, it contributes towards that goal, doesn't it? It's the game saying "you *can* do this sort of fight", and it sets up some expectations regarding possible difficulty.

That seems better than the player breezing through an easy fight at the end of the tutorial, and then more organically running into a fight they can't win - and don't know whether or not they're supposed to be able to win. That's practically unavoidable at some point and will happen anyway.

In some sense, the final tutorial battle is like a pre-defined main-menu mission - the thing that it's often advised for newer players to do to get better at combat - but integrated into the campaign.

On the flip side, it could also be frustrating; I hear that. But, well, it'd also be frustrating to get into the same situation a few minutes later after finishing the tutorial, wouldn't it? At least this is a more controlled environment.

(Side note: on "easy", the fight is indeed easier, it doesn't have a Venture.)


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. ^^

:D I really love what Stian did with those!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: BillyRueben on November 23, 2018, 04:09:52 PM
Just did my own quick test run of the tutorial, and I can see Star's point. I didn't use any skills, made sure to select the normal difficulty, and used Autofit to equip my fleet. I ended up going 2v1 against the pirate fleets. I was piloting the Wolf frigate, and I didn't give any of my ships orders. The fight was a little harder than I expected. Granted, I didn't use any of the knowledge I used during my playthroughs of the game (don't approach a Sunder from the front, use a phase skimmer to get around the Hammerhead and shoot it in the engines, ect.). The tutorial could end a little easier, but then the rest of the game is a little rough at the start for a new player as well. It's kind of a toss up for me.

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.

Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Venatos on November 23, 2018, 04:35:53 PM

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.


+1 to that, the tutorial endfight should be one that shows the new-player what he can attack and win consistently, with a harder optional fight for some extra cash and xp, if he feels up for it.
i think there should be 1 destroyer as flagship in the enemy fleet to give the player a little taste, but let him have the "weight" advantage.
after that he knows what 1 destroyer can do and will be carefull around 3+ destroyer fleets.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Deshara on November 23, 2018, 04:44:16 PM
the tutorial is a little hard on new players but then so is the game itself, I don't mind it as a barrier to entry bc quite frankly this game could use a barrier or two as-is. The tutorial should get toned down but only paired with the early game getting adjusted too
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Chow on November 23, 2018, 05:13:12 PM
The ship's D-mods disappear in fleet-buying screen after I save game and load up the save inside a system:

Spoiler
(https://i.imgur.com/LLZMAsx.jpg)
[close]

Spoiler
(https://i.imgur.com/pVgpURP.jpg)
[close]
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 23, 2018, 05:20:48 PM
Thank you - just fixed up this one a couple hours ago, actually!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 23, 2018, 05:53:01 PM
While tutorial can be difficult for those not intimately familiar with the game, it is nothing compared to the midgame difficulty spike if player did not get combat related skills (due to focusing on exploration or colonies) or if player tries to build a colony early then get burned by upkeep or invaders (that send endgame fleets against player).

On another point, I solved my League relay theft problem by smashing my old relay to bits then building a new one.  Only -5 rep.  (Now if they swiped a Domain relay, that would have been a real problem, with no way to replace and insta-hostile.)

I just thought of a way to keep my unwanted growth under control, remove the spaceport.  I am not going toward my waystations just yet, got a Pather base to find before it wrecks my main colony.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: mvamorim on November 23, 2018, 06:18:17 PM
Thank you for the new version!

I've a bug to report. After a pirate invasion on my station, when I try to access some salvage I get a null pointer exception and the games get stuck on that screen, If I press esc, it just looping "leave".
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 23, 2018, 06:22:35 PM
Hi! Thank you for the report, do you happen to have a savefile where I can reproduce this? Just tried with another save and was unable to; possibly fixed in the dev version, but it would be nice to confirm. If you've got the save handy: fractalsoftworks [at] gmail [dot] com.

(Welcome to the forum, btw!)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Hussar on November 23, 2018, 06:57:45 PM
Thank you - just fixed up this one a couple hours ago, actually!

Any ETA on RC11 then? Just curious c:
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 23, 2018, 07:01:38 PM
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 :)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 23, 2018, 07:08:06 PM
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.

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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Hussar on November 23, 2018, 08:16:04 PM
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 :)

Oh I see... I asked since "self repairing d-mods" seemed kinda huge to me. It's making even Iron Mode stupidly easy for me. Tho at the same time it makes for an easier time to get to the new stuff to test it out (and find more bugs!), so... :)

Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: CrashToDesktop on November 23, 2018, 08:26:00 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: ciago92 on November 23, 2018, 09:07:49 PM
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
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: TJJ on November 23, 2018, 09:11:56 PM
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
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Schwartz on November 23, 2018, 09:20:41 PM
I don't know if you've used a sleeper ship with your colonies yet, but it's extremely powerful. +50 growth points at size 5, +60 at size 6 and so forth. Even hazardous planets will be size 8 in no time.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Dostya on November 23, 2018, 09:27:55 PM
So I'm guessing that tech mines all contribute their take to a common loot table pool that then distributes goodies, because I know that running tech mines at separate times doesn't get you goodies like this. It also contributes to wanting to note and save up as many of the largest ruins as possible to start up tech mining all at once. Incidentally, this might not be what you meant tech mines for.

Spoiler
(https://i.imgur.com/TTaCJMC.png)
[close]
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 23, 2018, 09:31:03 PM
It's just pooled during delivery - everything is delivered to the 'gathering point' colony. In terms of what you get overall, when you establish them doesn't matter. Each Tech-Mining industry also gets a high-quality haul during its first month of operation. So if you start up a bunch at the same time, the initial haul will look great, but won't be any better than doing it at different times.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Shoat on November 23, 2018, 09:33:50 PM
obliviously missing the point.

You are the one missing the point here.
I'm not saying I'm great at the game, I'm saying your complaint that the tutorial battle is "too difficult" is ***.
You either didn't follow all the tutorial's steps to prepare you properly (they gift you an entire fleet and an inventory full of free equipment to put onto that fleet, all you have to do is follow instructions to salvage ships, then equip the fleet and buy some crew&supplies and the fleet you then get is good enough ot win that battle without you), or you somehow managed to engage both fleets at once on every single one of your failed attempts to fight, or you DECIDED to not use some of those salvaged ships because you didn't like their d-mods (in which case the battle isn't difficult, you just made it difficult for yourself), I can't imagine how else one would be able to lose there.


That battle at the end of the tutorial has to prepare the player for what to expect in the game.
And it is still very much on the low end of what the game will throw at you afterwards, so lowering it's difficulty any further is a terrible idea. You wouldn't want to make it out of the tutorial thinking "wow, what a bunch of chumps, that was easy" only to get completely game-over'd in the first battle afterwards, right?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Deshara on November 23, 2018, 09:36:50 PM
moved to save my colony from a diktat expedition, bought and restored to peak condition a Dominator to pilot into the fight.
I get next to the station and before I can even get between and the enemy a khopesh wing wipes my shields with a single salvo, and then a trident wing 1hks it from full health.
Is there... some sort of bug here that I'm not aware of?
That's 11,000 damage on the shield and 11,000 hull damage thru 1800 armor (w heavy armor mod), all with explosive damage, from a single Gemini strike. I'm not crazy -- that's not right, right?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 23, 2018, 09:37:48 PM
RC10 should fix that, sounds like maybe you don't have it?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: CrashToDesktop on November 23, 2018, 09:40:54 PM
Tech-Mines also dwindle in overall production (given to the player, anyway) as the cycles go by.  I've got 3 Colonies with Tech-Mining (2 Extensive and 1 Widespread) and last month they contributed 4 Metal and 2 Fuel. :) Curiously though, while the stuff given to the player flatlines, the colony extracts an ever-growing amount of Fuel, Supplies, Metals, and Heavy Machinery as the population gets bigger.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Deshara on November 23, 2018, 10:02:12 PM
my dominator taking an atropos salvo at 11000 hull and coming out the other side with 10547 hull instead of being 1hk is so much better.
The framerate is bad now, tho, which is weird.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Thaago on November 23, 2018, 11:14:41 PM
Its been too long since I've been a new player to rate the tutorial fight's difficulty from that perspective, but I do know this: the game throws significantly harder fights at the player on a regular basis. The tutorial I think best serves a new player if it gives them at least a little idea of how things can go down and pushes them to try to get better. At the very least it signals "hey, maybe try this on easy".
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Drokkath on November 23, 2018, 11:38:57 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Embolism on November 24, 2018, 01:17:49 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: errorgance on November 24, 2018, 03:03:43 AM
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

That gives me an idea for tug usage, moving wrecks to be more efficiently scrapped at a salvage yard.

Speaking of tugs moving wrecks, Shouldn’t it be more affordable and/or possible to repair ships from major damage at a dockyard?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Drokkath on November 24, 2018, 03:13:41 AM
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.

Oof! Ouch.. just looked at ship_design.skill (looked in ShipDesign.java too) and I'm not seeing an obvious way to increase the limit. I'm no coder, I can only copy and paste and more-or-less understand existing/done stuff but not make up new stuff from scratch. Adding those dock hullmods as built-in stuff on my custom ships is easier for me so I'll go with that instead as a start.

Agh, looks like weapons and ships have more tags too so porting my ship or two over is also easier said than done now. Bleh, onto to my plan C or D then; Making a new supership out of one of the REDACTEDs and call it even.

Alrighty, another edit and some lite modding later and I gotta say it ain't that bad because the new REDACTED capital ship is an awesome tool of destruction, especially the converted playable version of it I just made. Time to go full Dalek and exterminate with it. 8)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sy on November 24, 2018, 05:07:19 AM
re tutorial difficulty:

i also think the last battle of the tutorial kinda needs to be about as difficult as what the player will encounter afterwards, outside the tutorial. but maybe the game could do a better job of setting the right expectations. i haven't played through it since 0.8, so i don't remember how it's currently worded, but some notification that informs the player of a few things prior to the battle could help:

1) this battle ahead is gonna be tough, despite still being part of the tutorial. a new player will need to use everything they've learned so far, and even then victory won't at all be guaranteed.
2) it's okay to reload, and more than once. while many players may prefer to play on ironman eventually, reloading and retrying frequently is expected for new players, and something even many veterans have to do.
3) for anyone who prefers to not have to reload too much, or who has already reloaded several times and just can't get through this battle, easy difficulty option is strongly recommended.

additionally, i think the difficulty option shouldn't be set only at campaign start, but somewhere else. probably just a toggle in the settings. that way, someone who started on normal but runs into problems in that battle can just switch it to easy then, rather than having to restart and do the entire tutorial again. similarly, if it can be changed mid-campaign, switching to easy for a time might feel less boring than setting the entire run to always be on easy.
then the tutorial can tell players to just switch difficulty in the settings menu based on how their fights go. if things get to tough, switch to easy. if later things feel a bit too easy again, can just switch back to normal.

the campaign start panel can still also have an option to select difficulty as well, so that it's easily visible for anyone new to the game, with a short note next to it or in a tooltip that mentions it can also be toggled at any point through the settings menu.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 24, 2018, 05:15:46 AM
Loadout Design only has one outstanding perk, at 3.  1 is garbage, and 2 would be good if ships were not OP starved even with the perk at 3, now that campaign hullmods and Reinforced Bulkheads are more useful.  Ships are seriously OP starved.  I now consider Officer Management poor man's Optimized Assembly, and consider maxing that skill just so I do not put Reinforced Bulkheads on all of my ships, despite the added upkeep.  (More upkeep is an incentive to keep officer level low, at least earlier in the game.)  Loadout Design is an unbalanced perk, one great perk at 3 while the previous two are unremarkable.

Endgame battles seem bigger and longer than before.  I am having peak performance problems even with cruisers now in large fights, especially if an enemy battlestation is involved.  Looks like I may want to upgrade to a mostly capital fleet for endgame battles, just so I do not need to deal with peak performance.  Hardened Subsystems is only an option if my ships can afford it.  Reinforced Bulkheads, and sometimes Efficiency Overhaul, have higher priority.

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?

My game update:  Plopped a sixth colony as a waystation, this time, to the north of core as a base to look for that aggravating Pather base before it blows up an industry, and I have brought five capitals plus a ton of cruisers in case I need to deal with lots of death fleets and/or a star fortress.  I scoured my system map for the base in all explored systems to no avail, so I probably need to explore west of the core worlds now.  As for colonization, Planetary Operations 3 appears very attractive if I need to plop a seventh colony now.  I do not want to abandon my other waystations just yet, although I can abandon one in a pinch.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SCC on November 24, 2018, 05:19:54 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 24, 2018, 05:26:32 AM
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.

Similarly, if faction name and stuff can be changed later, I have not found the settings to do that.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SCC on November 24, 2018, 05:32:57 AM
Spoiler
(https://i.imgur.com/yLuZrh6.png)
[close]
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 24, 2018, 05:34:00 AM
Oh, duh.  Thanks.  Like I said, hiding in plain sight.  I thought that was highlight colony to view industries and the like.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: StarGibbon on November 24, 2018, 06:18:49 AM
[I decided to pop back in with a bit more insight gained as to why I, as a returning player was struggling with the tutorial battle a bit, because I think it's more useful to Alex than my original post. Please don't mistake this as me reading replies, so you might consider saving your breath on a "man you suck Im so much better than you" post. Or not. Doesn't matter to me.]


After not playing the game for what--a couple years now?--I found I maintained some grasp of the basic mechanics. Flux/shield management, maybe a lingering muscle memory for piloting.  What I had lost though was anything but the vaguest recollection of weapon merits and ship characteristics ( so many other games, so many other systems in the meantime), so I was on pretty even footing with new player on that front. I just felt under-gunned in that battle.

After failing to beat the battle several times without taking way more losses than I should have, I instead used my starting fleet to hijack another ship from the pirates on the other side of the map. I threw whatever guns I had laying around on it, and just that single ship was enough to flip the battle from uncomfortably challenging to trivial. Now on the one hand, that can be seen as a strength of the game, allowing you to use the open gameworld to find novel solutions to problems. But the tutorial does not train you to do this. It trains you to do exactly what it says, and move from mission marker to mission marker.

**I wondered why a single ship would make that much difference, so I reloaded again and took a closer look at my fleet. It turns out I had missed several weapon mounts entirely on some ships (those ship mounts are really, really small on modern high resolution monitors, which weren't a thing when the game started development a hundred years ago ). For instance, I had missed the top mounts on my two wolves entirely, leaving them empty. I threw a tactical laser on each, which made a surprising difference in the next battle. In addition I noticed several other weapon slots had better alternatives available which I had missed in the big weapons dump ( I made the mistake of outfitting my ships *before* receiving the cache of free ship weapons, which is something the tutorial will allow you to do.)  Further fights with my newly optimized fleet also proved trivial, highlighting the importance of weapon loadout.**


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.

Now, it might be tempting for an experienced player to thump their chest a bit and think thats a good thing, that it gives them an idea of what to expect from the game, and they wont make it past the tutorial without understanding the importance of loadout, or how to find alternate solutions to problems in the game. This may be accurate, but it is still wrong headed.  You must accept the reality that this game will be sold on Steam(I'm assuming Alex would eventually actually like to sell copies to a wide audience, and this means Steam). Steam players will refund a game these days if it even looks at them funny in the first hour, because they only have two hours in which to return a game, which promotes making kneejerk decisions on refunds.


There may come a time for challenging games to beat a player with the "git gud" stick, forcing them to improve their skills to a certain level before being able to move on. In the modern era, this time in not in the tutorial.  I think variables in the tutorial should be eliminated as much as possible. Consider fixed loadouts and deployments, so the challenge level can be more carefully controlled and anticipated. A tutorial battle should be about combat mechanics or loadout selection, but maybe not both at the same time.  The player will have all game to experiment with loadout and deployment variables.  But maybe not if they get frustrated and reject the game altogether because they wound up on the wrong end of the random difficulty its possible to experience during the tutorial.

Two cents.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Flow_Rate on November 24, 2018, 06:29:55 AM
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.

Similarly, if faction name and stuff can be changed later, I have not found the settings to do that.
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Drokkath on November 24, 2018, 06:59:11 AM
I'm starting to warm up to this update now for sure because I finally got to bombard my first Luddic place out of starmaps and out of existence for good. You have no idea how great it felt as I've been wanting to do just that years ago to them now. Seeing one of their planets getting bombarded by my ship was pure bliss and satisfaction.

Thank you Alex and the rest of the dev team! And don't mind my initial thoughts here, I tend to be over cautious these days.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Grievous69 on November 24, 2018, 07:02:57 AM
>>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.

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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SCC on November 24, 2018, 07:13:02 AM
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.

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.
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Thaago on November 24, 2018, 07:27:40 AM
@Grievous69
Well that was incredibly rude. What would posses you to write something like that?

@StarGibbon
Thank you very much for giving another post with more details. We are normally more civil than this.

It seems to me that the main problem going on here is expectations and UI, not the actual fight difficulty. As you've seen by the productive responses, there really is a reason for the difficulty and toning it down too much on 'normal' is going to cause even worse experiences later. I think that as long as the fight is advertised as a "boss fight" then its ok for it to be challenging, even in a tutorial. After all, there are two combat tutorials outside the campaign which are of the 'no difficulty' variety and many missions which have no consequences for failure. But it shouldn't be an insurmountable challenge - the fact that you got so frustrated means there is room for improvement.

This isn't the first time I've seen people complaining about weapon mounts being invisible, and tbh the same thing happens to me with mods all the time when I'm not familiar with the ships. A strong highlight on unfilled mounts would be really good here, and possibly also an info box ("You have unfilled weapon mounts! Is this on purpose?") that you can check to not show again would be good.

The dialogue in the tutorial does say that the enemy guarding the gate is strong, and the whole point of salvaging more ships is because they are tough, but it could be a little clearer about when it is giving supplies/weapons to the player and that they should probably salvage all the ships they can, regardless of D mods. I've seen it mentioned a few times (maybe just in discord?) where people have said that they couldn't salvage the ships because they don't have enough crew/supplies: I think the tutorial could be better about mentioning the "mothball" feature. Heck, it could even be explicit in the tutorial to salvage ALL the ships, and then once one comes up that puts the character over the crew limit it pops up a dialogue window explaining mothball, and how to turn it on/off.

I played through the tutorial again and did the final fight a few times - depending on how the fleets are orbiting it can sometimes be quite difficult to separate them (and other times easy, but if a player gets unlucky a few times that could be a quite bad experience). This isn't helped by the fact that the salvaged player fleet has a not-so-good sensor strength ratio. I think maybe the orbit of the two ships could be tweaked to be a bit larger, so they have more distance between them, and their own sensor strength could be toned down by adding more civilian ships?

Finally, I think the idea of being able to change to easy mode from the campaign is a good one, especially if it is advertised in the tutorial script. Given that it changes fleet compositions this might be a little tricky, but it would at least give a frustrated player an option to get through the day.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Grievous69 on November 24, 2018, 07:42:44 AM
@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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 24, 2018, 07:49:10 AM
I think the midgame difficulty spike is worse than the brutal tutorial.  The tutorial can be better, but it will be for naught if early game challenges mostly disappear too quickly and player is stuck with fights he cannot win once the enemy spikes in difficulty.

I still find it impossible to separate the two fleets, so if I fight one, I fight the other.  The best I could do was reach the gate when the two fleets wandered too far from it, then activate it, then avoid the fight entirely if I wanted (but why do that after the base commander puts a bounty on their heads).
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: BillyRueben on November 24, 2018, 07:52:00 AM
@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.

He wasn't *** on the game mechanics at all. He was trying to give a point of view as a "new" player. There are a lot of things in this game that are trial and error, and since a lot of us on this forum are vets, many of the things that cater to new players trying to get the hang of things don't get anywhere near as much play testing in newer versions. Having some hand holding at the start of the game for new players is important. This game throws a lot at you in the beginning, and it can be very overwhelming.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: StarGibbon on November 24, 2018, 07:56:16 AM
@Thaago

Thanks for not being a chum nozzle. I appreciate your reply. I realize admitting any kind of weakness on the internet is an excuse for low self esteem types to tee off on you, so I appreciate the high road here. I want to stress that I am in no way arguing for a reduction is game difficulty. Like most of you, I want the game to be a challenging sandbox that rewards experimentation and creativity. And I want to stress that I am an experienced player [hundreds of hours], and am sailing along quite nicely now that I made it past that little stumble. But there are certain realities about the market that must be faced, no matter one's feelings on the way things *should* be. It's in all of our interests that the game be successful on a wide commercial launch, and not faced with a bunch of "I refunded this crappy game in the tutorial" reviews on the steam page.

1) To address a general point made above, yes I am proposing more hand holding. In the *Tutorial.* Hand holding is what tutorials are supposed to *do*.  For those unfamiliar with the term:
Quote
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.

The difficulty of the tutorial should be whatever the developer thinks it should be, but that difficulty should be deliberate. There are too many opportunities in the current tutorial to vary that difficulty wildly.


2) Secondly, I *AM* blind, in the sense that like a lot of people, I dont have perfect vision--and yet I still buy games. Again, I'm assuming the developer wants to sell games. This game started development before the advent of modern high resolution monitors. You ever try zooming in on a wolf  in the refit screen on a monitor rez greater than 1080p? It's tiny. This is the drawback to raster graphics.


In the end it doesn't matter if you think I'm stupid, or a bad player, or someone who should only play mobile games  ( I mentioned Ive logged hundreds of hours in this game in previous versions, right?). The fact that I as a returning player can screw this up means that plenty of new players can do it to.  And this is not good for you if you want to see challenging games that reward experimentation succeed.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Hiruma Kai on November 24, 2018, 08:01:16 AM
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.

Sounds like the tutorial should explicitly walk you through using the autofit tool and also combine with the concepts of check marks for buying from market/black market/taking from storage?  That would naturally direct you to your weapons storage for example.  For a new player, using autofit to demonstrate some full builds might also be instructive.  As well as maybe showing how to make new custom autofits.  That particular tool certainly makes maintaining large fleets of scavenged D-mod ships much easier and I think is an important to be made aware of, and might have helped in your case.

On a related note, the change where your ships keep their setups when recovered I think is a really good one on the micromanagement end of things.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Thaago on November 24, 2018, 08:19:44 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Shad on November 24, 2018, 08:31:18 AM
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.

I have noticed some occasional autofit glitches though, which outfits ships in a different ways than saved despite having weapons in storage.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sy on November 24, 2018, 08:37:50 AM
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. on my 100% Hazard, 146% Accessibility, and 10 Stability world, my LI exports goods for about 18k credits. it's upkeep is 12k, and that's with a 50% reduction from a Beta Core! it's *slightly* profitable with all those 4 positive modifiers, but only just. on most worlds, or even on that world but without AI Core, it's not even close to being worth building.

meanwhile, Heavy Industry seems overpowered. with all the same modifiers as above, as well as a Corrupted Nanoforge, mine makes 65k from exports, and costs 18k upkeep. if it was just a for-profit industry, i'd say these numbers would be fine. a bit too high maybe, especially considering how common Corrupted Nanoforges are, and that it would be even more profitable with a Pristine Nanoforge. but not by much.
but it's not just another for-profit industry, it has the absolutely crucial function of allowing ship production for both my faction's fleets, and custom orders. even if it would make zero income of any kind, every player should still build at least one HI at some point, that's how important it is. combined with big export profits, it's a bit crazy how valuable this industry is.

the main issue here, i think, is that LI produces only 2 goods that both have rather low total sector profits, whereas HI produces 4 goods that have pretty good sector profits.

so one easy way to at least make the numbers a bit more reasonable would be to simply remove the Supplies production capabilities from HI, and add them to LI instead. for Heavy Machinery and Armaments, and obviously Ship Hulls, it wouldn't make much sense for them to not be produced by HI, conceptually. but for Supplies, which are also needed by many civilian industries, and even basic infrastructure, i think LI would actually fit pretty well.

with my numbers from above, moving Supplies from HI to LI, LI would have an export of 36k (assuming it would produce the same amount as a HI with CN), and HI 47k. HI would still be significantly better, but not quite as good anymore, and LI would make a decent profit.

i know the colony numbers in general will still probably get a lot of adjustments in future patches, and my suggested change might not be enough to balance out these two industries, but it would be a very simple change that reduces the main issue of why their export numbers are so skewed.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 24, 2018, 08:43:22 AM
I have Light Industry only so I do not need to import their produce from another faction and keep my people happy.  One such industry from one of my colonies should be enough.

Heavy Industry is critical.  It can be pig and eat into profits much, but you need it to build your own ships and weapons, not to mention produce supplies that you need to maintain your fleets.  I prefer to build my own ships over restoration given the choice, assuming building pristine ships is reliable.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Thaago on November 24, 2018, 08:45:59 AM
Light industry is a major money maker on free port planets. Drugs are profitable.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: TaLaR on November 24, 2018, 08:47:06 AM
Light industry is a major money maker on free port planets. Drugs are profitable.
Yep, Light industry without free port = doing it wrong.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SCC on November 24, 2018, 08:50:56 AM
I complained about LI and HI in my thread in suggestion section too. The issue with LI, specifically, is that nobody actually wants consumer and luxury goods. These markets are very small, only 60k or so each, which isn't that much far off from LI's upkeep on 125% world is. The best, and sometimes only, way to make money with it is to enable free port, mainly because drugs market is 3 times as big as both kinds of goods combined.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: CrashToDesktop on November 24, 2018, 09:03:11 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Serenitis on November 24, 2018, 09:18:29 AM
Do colonies ever have the ability to expand their building slots, or are they limited to 11 forever?
I kinda want to build the thing I found on the red planet, but I can't justify giving up any of the existing buildings for it.
(I would really like some way to use this thing on an 'enemy' planet from the outside, so I can go full Heirarchy.)

Changing the player faction details was something that took a bit of trial and error to find - clicking on the faction name in the command screen.

Is there any way of seeing/changing the setting for what happens to the output of Tech Mines?
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?
I would really like to stop my guys building pirate clunkers now I have actual proper blueprints for them to use.

Is there any way of having my patrols to claim nav buoys etc?
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.

Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SCC on November 24, 2018, 09:24:41 AM
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?
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?
Monthly production report. You get it together with a financial report.
Findings are sent to the colony selected here, along with custom production:
Spoiler
(https://i.imgur.com/yLuZrh6.png)
[close]
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?
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.
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 24, 2018, 09:24:54 AM
@ The Soldier:  Thanks.  Faction renaming is more obscure than drop-off location.  I wish I could do the same for my character.  Named my character Doom in honor of Doom's Doomguy.  Now I want to rename him to Dark Helmet or something else silly.

Eleven more industries is the limit.  I need to replace Tech Mines with Heavy Batteries for my first colony soon.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: CrashToDesktop on November 24, 2018, 09:30:40 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: TaLaR on November 24, 2018, 09:33:36 AM
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.

Tech mines are obsolete for colonies with Heavy Industries + Fuel production + Refining. Otherwise leaving Tech-Mines can be fine - they don't produce much, but they don't cost much upkeep either.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 24, 2018, 09:34:55 AM
Tech Mines do not scale with colony size.  They are great when colony size is small (provided you can defeat expeditions) or missing resources it can produce, but every other industry in my size 7 colony outproduces everything the Tech Mines can, and I have nearly sucked them dry of items.

Tech Mines are the warriors while other industries are wizards, in the "linear warriors and quadratic wizards" trope.

My colony has run out of industry slots, and lacks Heavy Batteries.  I want to drop the mines for batteries soon.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Serenitis on November 24, 2018, 09:43:30 AM
Monthly production report. You get it together with a financial report.
Findings are sent to the colony selected here, along with custom production:
Spoiler
(https://i.imgur.com/yLuZrh6.png)
[close]
Neat. Thanks.
Is there any way to not have things move around on thier own, so it creates little stockpiles in-situ?

You can prioritise everything else.
A bit.... Convoluted.
Needs some way of doing this directly.

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.
And breaking them for parts triggers the same "you are now at war with these guys, lol" outcome. I checked.


Also, why does intercepting Pather terrorist supply fleets result in -rep with the indpendants?
If these idiots are stupid enough to carry terror supplies to my colony in easily identifiable ships, why am I getting punished for being observant?
It even says in the encounter text box "this fleet is working in a legal grey area".
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: 81643 on November 24, 2018, 09:47:55 AM
I have no idea if this has been mentioned before or not, but I'll bring it up anyways. I colonized a star system with a couple of black holes in it; one near the yellow primary star, and one way off on the fringes. The first one is relatively close to the inner jump point. The AI doesn't seem to be capable of avoiding it. Multiple times I have flown past it to find 2-3 fleets just sitting in there, desperately attempting to escape. Sometimes it is pirates, and other times it is ships from my faction (or friendly traders). I know that fleets can avoid things (namely other fleets). Would it be possible to register the event horizon of a black hole as an infinity size hostile fleet? That way fleets would avoid it at all costs. (I have no idea how viable this idea is   :D.)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 24, 2018, 09:53:18 AM
The patrols seems to be quite happy to ignore them.
And breaking them for parts triggers the same "you are now at war with these guys, lol" outcome. I checked.
I think patrol ignores relays if the faction owning it is normally not hostile.

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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sy on November 24, 2018, 09:58:14 AM
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

even with drugs though, it still has lower profit than HI, despite HI playing a uniquely necessary role in colony building that has nothing to do (in gameplay terms) with its monetary profits. i'm not saying HI should be the benchmark for all industry profits, quite the contrary, but even with assuming that LI is only ever supposed to be built to export drugs, the numbers are still off. not to mention that LI being decent in normal ports and really profitable in freeports would be preferable to it being decent in freeports and completely useless in normal ones, imo.

drugs could also just be moved to something else as well, if LI producing supplies would make it too profitable compared to everything else. Farming would make sense, i think, depending on what exactly these drugs are made from.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 24, 2018, 10:01:53 AM
With current implementation of industries, maybe Light Industries can be renamed to Meth Lab.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SCC on November 24, 2018, 10:05:34 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Serenitis on November 24, 2018, 10:32:54 AM
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.

Just checked.
The flavour text does say that it's likely that it could not be attributed to you, but you get -rep for breaking it anyway. Silly, but still better than lolwar.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Shodan13 on November 24, 2018, 11:21:27 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Hydra7-1 on November 24, 2018, 12:20:30 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: solardawning on November 24, 2018, 01:53:00 PM
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.

It's amazing. I have a sector that has a High Danger beacon system near the Core... and it has six habitable worlds (Terran, Terran-E, Tundra, Arid, Arid, Desert). So far I've colonized the Terran and Terran-E, which are both moons of a gas giant... around which the [Redacted] Nexus is orbiting.

Oh my god. This system is a constant bloodbath. My fleets, invaders, and swarms of [Redacted] Ordos and Sub-Ordos. There's wreckage everywhere.
It's amazing. This is the most fun I've had yet.

Note: You do actually get some stiff penalties. As trade fleets are killed, you get stacking Accessibility penalties, and if they were importing goods, your colony will wind up short on the good it was trying to import until a trade caravan makes it through.
It's still freaking cool, though.
Humanity is taking this system back.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: arwan on November 24, 2018, 02:03:51 PM
is there a way to turn around the "decivilized" trait a planet can get? whether from finding it that way or from bombing?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Deshara on November 24, 2018, 02:34:58 PM
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.

light industry isn't meant to turn a profit, it's to support your faction's population needs internally.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sebenko on November 24, 2018, 02:49:57 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Deshara on November 24, 2018, 04:29:56 PM
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.

controlling what drops & when makes it predictable, which allows players to identify how far into the blueprints chain they need to get to pick up the blueprint for the ship they want and then to grind to that point every time they start a game, which would be unfun.
I know for a fact that if there was some predictable way for me to get a (A)Kite blueprint I would bee-line for it every game, no matter how tedious it is. And most players wouldn't go for such a cheap, worthless ship as I would.

Random is good. Random means you have no clue how long if ever it'll take for you to get what you want, so there's no point making the experience unfun until you make a score
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Serenitis on November 24, 2018, 04:33:57 PM
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.

This.
The pathers need the following 'problems' addressing:
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Chaos Blade on November 24, 2018, 05:34:29 PM
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.

I think Shipbuilding needs to be divorced from heavy industry and have it need also some inputs from light industry and heavy industry, also tech mining needs to be nerfed a bit on its output. a planet with HI and Tech Mining is going to start getting a large share of the market and that can be problematic.

Speaking of which, having Shipyards and its prerequisite industries should offer some advantages over imports, make it a bit better than an import scheme
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sy on November 24, 2018, 05:44:43 PM
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.

but regardless, even if it it would work that way, this logic could be applied to pretty much any industry. food for your own population, ore for your own refineries, metals for your own heavy industries, armaments for your own ground defenses, fuel for your own spaceports, supplies for many of your different industries, etc. unless you own Volturn, literally every good that an industry on one of your colonies can produce will be in demand by another industry you can build on the same colony, or on other colonies of your faction.

but that doesn't change the fact that LI does export its produced goods just like any other industry. i don't mind if not all industries are meant to be profitable (and i actually think HI shouldn't be, as mentioned). but saying that if LI isn't profitable, it is clearly because it isn't meant to be, seems a bit silly -- especially considering the use you describe doesn't actually exist in terms of gameplay (unless you have really bad accessibility for some reason, so that you run into shortages when importing from out-of-faction).
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Hiruma Kai on November 24, 2018, 06:10:53 PM
So one thing the 0.9 release and my current iron man play through has taught me, is respect the Apogee.

Unable to find an actual cruiser or capital blueprint, plenty of production (pulling in 1 million credits per month), I've got defense fleets of Apogees.

SO and Hardened Shields Apogee with maxed vents, Plasma Cannon (bought from the core systems) and 2 Heavy Blasters (also bought from the core systems) works surprisingly well as a player piloted ship.  At point blank range (i.e. shield ramming range) all 3 weapon hit cruisers and capitals no problem.  Active flares and shields for missiles, and the blasters are pretty good at knocking down swarming fighters.

I vaguely feel like the Federation using Constitution class exploration vessels for combat...
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Thaago on November 24, 2018, 06:20:43 PM
Apogee's are surprisingly good combat ships with Plasma Cannons - they fix its firepower problems pretty well, leaving good flux stats, shields, and a large missile. (I adore the new plasma cannon.)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Hiruma Kai on November 24, 2018, 06:54:37 PM
I do admit this Apogee situation does make me wish duplicate blueprint drops which I already knew were turned into blueprints I didn't know.  Or that I could trade duplicate blueprints to other factions for their blueprints or something.  Some kind of controlled method to gain blueprint progress, rather than getting 3 high tech blueprint sets and simply selling two of them for a rather small amount of credits.  I would gladly spend a million (or ten million) credits to get a single blueprint of my choice, but I can sell the duplicates only for less than the value of the ships they allow you to build. Their valuation seems off given their rarity and importance to the sector. Perhaps you shouldn't be able to sell them at all, but turn them into station personal for some other "influence" value that could be cashed out later for blueprints they have access to (at a very unfavorable rate presumably).

Or perhaps finding a bar patron willing to trade a blueprint I have on hand for a different one might be interesting.

Something other than dumping rare and basically unique recovered technology onto the market like a stack of metals.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Thaago on November 24, 2018, 07:28:37 PM
Yeah, its really odd that blueprints are both cheap but also completely impossible to find on the market. You'd think other explorers at the very least would be selling them off. On the other hand, factions probably try to buy them up as fast as possible to keep blueprint out of the rabble (our) hands. I agree they would make good mission rewards!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Hydra7-1 on November 24, 2018, 07:53:51 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Originem on November 24, 2018, 08:47:51 PM
Playing 0.9 for these days, and I feel there should be more improvements.
"Player" is so strong that the factions become invisiable and unimportant which is totally different from the previous version. They are only signs of specific blueprints.
And the ship production only needs credits, it's too "automatic". I think if it needs more materials like metals(manual in the early game because of lack of resources,  automatic by industries in the later game), it could be more fun and gameplay plus.
Also, the focus of game turns into colony, not "ship battle" anymore. The bounties become so weak and couldn't match the income. I think the difficultity should be higher and the reward should be something different, like mod spec, blueprints.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: DrakonST on November 25, 2018, 02:07:34 AM
1. Nebula`s have variant with missile weapons. But this ship dont have such mounts.
Spoiler
(https://pp.userapi.com/c845217/v845217165/13c2ca/RNxBA9yCT5s.jpg)
[close]

2. Stations to easy to kill. They need more wide turrets firing angle.
Spoiler
(https://pp.userapi.com/c845217/v845217165/13c2c0/kAWXis4rNmM.jpg)
[close]

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?
Spoiler
(https://pp.userapi.com/c845217/v845217165/13c2a7/nfSKHb5Bo_4.jpg)
[close]
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SCC on November 25, 2018, 02:22:52 AM
2. Stations to easy to kill. They need more wide turrets firing angle.
Spoiler
(https://pp.userapi.com/c845217/v845217165/13c2c0/kAWXis4rNmM.jpg)
[close]
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Shad on November 25, 2018, 04:17:52 AM
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.

That said, the spurs could do with a LMG or light mortar on them, just to apply some pressure.

Quote
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sy on November 25, 2018, 04:21:48 AM
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.

the stations have these spurs that cover the sides and have to be destroyed before the gun module can be engaged at that angle, but i still think doing so should work along the lines of "destroy this cover module so you can damage the main module while only a third of its guns can hit you", rather than "destroy this cover module so you can cheese the main module without fear of retaliation".

for larger, fully equipped stations, you first need to destroy the other big modules to be able to cheese it like that. but that doesn't prevent the largest, most dangerous modules to eventually be cheesed like that regardless, after all the less dangerous ones have been taken care of.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 25, 2018, 04:46:45 AM
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.

In my game, the only capital blueprint I found so far is the Odyssey.  I wished I had a capital blueprint for anything else.  AI plays Odyssey like Aurora, and likes to get itself killed now that is loves to spam its new burn system.  As for piloting it, it is okay, but it feels like an extra large Shrike now.  It still cannot slug it out against an enemy capital very well, although it might be able to outmaneuver a bit more easily.  I have not checked its shields, but if it is still 1.0, it really needs its stronger 0.8 shields back, or least 0.9.  I use Odyssey mostly as a cruiser substitute, since its fuel use with Efficiency Overhaul is not too high, but it really cannot afford campaign hullmods or Reinforced Bulkheads if I want it primarily as a battleship.

As for Shrike, it is a hard ship to use well.  It is good at getting close to the enemy, but has trouble getting out.  Outfitting and piloting it like Wolf and Medusa does not work very well.  It needs to play like a SO override ship armed with various pulse lasers (and ion cannon) and charge in like a berserker.

Plasma Burn seems like it does not move the ship far enough, even with two charges.  A single charge feels like a very inferior Phase Skimmer that only goes forward.  Either Plasma Burn should burn a bit longer per charge or hold three charges.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sebenko on November 25, 2018, 05:08:12 AM
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.

Even with access to both the Odyssey and Paragon, I roll with Odysseys for a few reasons:

The Paragon is such a slow resource hog that I only take them out of storage when I absolutely have to, while I can keep an Odyssey combat ready full time.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 25, 2018, 05:41:09 AM
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.
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.  Otherwise, cruisers are good enough.  That said, Odyssey burning less fuel makes one or two useful as a cruiser substitute if it has Efficiency Overhaul.

Burn 7 is a bit slow and annoying, but acceptable.  I am used to it by now thanks to traveling with an Onslaught clunker (I looted from a late midgame deserter fleet) for many in-game years.  I have yet to find Paragon.  Onslaught is nice for being the easiest to outfit and be effective with basic weapons.

Odyssey is an eyesore.  I like clean symmetrical ships best.

Resources is a favor in Odyssey, but only if I do not need or already have another capital to do a capital's job.  Odyssey is resource cheap enough to act as a heavy cruiser, much like Falcon can work as heavy destroyer.  Unfortunately for Odyssey, it lacks the shot range.  Falcon can outrange and outlast other destroyers.

Paragon is always worth deploying if I deploy many ships in all of the endgame fleets.  (I tend to overdeploy to finish fights fast and minimize casualties)  It is the strongest playable ship by far if outfitted properly, beating even the Astral and its bomber spam (which is probably why Paragon's DP cost was raised from 50 to 60).  It is the only ship that has actual range on its guns.  Everything else wields a chainsaw to kill enemies due to annoyingly short shot range.  Quad tac lance and two HVDs never gets old because it is so fun melting enemies from relatively long range, although I lament there are no competing alternatives for Paragon.  (Pulse laser theme is close, but lacks range.)

I do not deploy my bigger ships in pursuit, or even fight pursuits manually for that matter.  Auto-resolving with my Shepherds and other smaller ships at hand is sufficient.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: sean0fthedead on November 25, 2018, 05:59:25 AM
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.

I just updated to RC10, maybe that's the issue? Otherwise having a great time!  ;D
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: TaLaR on November 25, 2018, 06:34:00 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sy on November 25, 2018, 06:37:33 AM
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.
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sutopia on November 25, 2018, 06:46:22 AM
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?
Spoiler
(https://pp.userapi.com/c845217/v845217165/13c2a7/nfSKHb5Bo_4.jpg)
[close]
Yeah, I also don't get the point of large missile instead of large ballistics.
It's making XIV Legion for collection only and I never considered it in a real fight.
I mean, while AI suck at using even reapers on XIV, they do fairly well just spamming devastators in common variant.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 25, 2018, 06:55:09 AM
Not fond that Legion XIV is a completely different ship ill-suited for general brawling than a superior version of the base hull like the other XIVs.  It is sort of like the Falcon (P).  Okay if you want a missileship, but not if you want something basic with guns, lots of guns.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sebenko on November 25, 2018, 07:00:17 AM
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. 

I would say that the Conquest is a bad battlecruiser then. If it's built to go toe-to-toe with battleships, it isn't really a battlecruiser. It moves like a battleship, shoots like a battleship. It is essentially a battleship for the captain too poor to afford a Paragon or Onslaught. The Odyssey is a battlecruiser and does battlecruiser things- "Outrun what you can't outgun", as the old adage goes. Cruisers might put pressure on the same areas an Odyssey does, but the Odyssey blows them away, and has the speed to dictate much of the engagement positioning.

The times when a battleship is actually called for are quite rare, too, unless you make a habit of attacking Hegemony or TriTac Detachments on the regular. Odyssey is always useful, cheap enough to justify using in everything but the smallest battles, while a battleship is overkill. Fights with enemy battleships are rare enough that dragging a battleship around just to 1v1 them is a waste of resources.

Unfortunately for Odyssey, it lacks the shot range.  Falcon can outrange and outlast other destroyers.

How does the Odyssey lack shot range? The only ship with greater range on it is a Paragon- You're not comparing the Falcon to other ships in the same weight category, though, so in this case I'll apply the same to the Odyssey. It gets the greater benefit of the ITU, has a slot for large missiles, and if you're really desperate for range, kit it with two tac lances and Advanced Optics.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 25, 2018, 07:25:29 AM
Conquest was truly a battlecruiser and clearly inferior to Onslaught and Paragon until 0.8, where various buffs helped Onslaught, and the weaker skills hurt Onslaught more than Conquest.  Also before 0.8, Odyssey had better shields and could tank a bit better back then.  Before 0.8, Conquest and Odyssey were roughly equal.  In 0.7 max skills Onslaught was a godship (and Paragon did not have Advanced Targeting Core, meaning Dominator playership can kill it for flawless victory).  Today, 0.8 and beyond Conquest straddles the line between battlecruiser and fast battleship.

Onslaught and Conquest is cheap enough to use with Efficiency Overhaul and a few (D) mods to lower costs comparable to a cruiser or even pristine destroyer.

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.

There needs to be a global increase of peak performance across the board now that endgame fights are bigger.  EDIT:  Also, AI has not completely shed its cowardly tendencies from 0.8.  It is a bit better, though.

I tried beam Odyssey, and it has trouble now that its base speed is slower (from 80 to 70) and it cannot overlap its three large turrets.  Plus, plasma burn means AI will use it to charge at the enemy like a berserker.  I had better results with two autopulse laser (short range) and a large missile.  Also, tachyon lance is rare, though I was lucky to find that before the high-tech pack.

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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: DrakonST on November 25, 2018, 07:30:39 AM
What item of expenditure? Maybe it special from "hard" spacer start? This grows from the level of the player and it is strange.
(https://i.imgur.com/EmlUELn.png)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sy on November 25, 2018, 08:31:27 AM
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"
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: TaLaR on November 25, 2018, 09:12:08 AM
Beam Odyssey is pointless in 0.9 . 3 TLs without overlap, so good luck rotating for each shot.
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 25, 2018, 09:20:15 AM
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.
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.

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!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Deshara on November 25, 2018, 09:22:18 AM
while we're on the subject, I keep not being able to defend my colony from a raid bc my faction swarm is reaching it first and then disengaging without incident repeatedly
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sebenko on November 25, 2018, 09:31:42 AM
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.

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.

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.

Battlecruiser not good against battleships, who knew?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SCC on November 25, 2018, 09:42:54 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sebenko on November 25, 2018, 09:59:43 AM
And that's the point of a battlecruiser.

No it's not. A battlecruiser is designed to engage targets smaller than itself (Or less well-armed, if you want). It is not designed to engage battleships, they lack either the armour or firepower to effectively combat them. A fast battleship is designed as a fast battleship, and effectively supersede battleships of the not-fast variety- see pretty much every modern WWII era battleship.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 25, 2018, 10:04:26 AM
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.

Ships are OP starved, even with Loadout Design 3.  It is hard to afford anything that does not boost combat stats, especially if I already use Efficiency Overhaul and/or Reinforced Bulkheads.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 25, 2018, 10:10:06 AM
Beam Odyssey is pointless in 0.9 . 3 TLs without overlap, so good luck rotating for each shot.
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 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.

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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sebenko on November 25, 2018, 10:16:03 AM
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.

But then you have to move so slow you'll never exploit a gap. Insulated engines (and the built-in High Res Sensors on the best ship ever, the Odyssey) gives enough sensor advantage that you can just hang around within a screen's length of the station, see what's there while they can't see you and dive in at a good speed when the opportunity presents itself.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 25, 2018, 10:22:07 AM
If I go dark, I just wait until enemy moves away.  Usually, I do not need to and I just smash whatever is there.  Go Dark is an option I use occasionally, but not very often.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: TaLaR on November 25, 2018, 10:22:35 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Deshara on November 25, 2018, 11:03:55 AM
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.

you can turn while using plasma burn.
it's excellent
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Hypilein on November 25, 2018, 12:37:53 PM
Has Alex ever mentioned the reason why he got rid of the old system on the Odyssey. I can see why he got rid of the overlap and it never felt correct, but the ship system felt good. In my current run, the only capital blueprint I got is the Odyssey (lucky me, tbh) and running a fleet with four of them, they keep ramming things and generally the AI just does not know how to deal with the asymmetrical design. That said, it works surprisingly well as the mainstay of a fleet.

On the mention of changed ship systems... While the Apogee with the new Plasma Cannon is really nice, the ship system is really lackluster. I also couldn't think of a more boring one. I hope this isn't the last ship system change we've seen on the Apogee.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Midnight Kitsune on November 25, 2018, 02:02:36 PM
Oh shoot! I forgot to thank Alex for the late birthday present of .9! Thanks again man!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 25, 2018, 02:04:07 PM
Oh shoot! I forgot to thank Alex for the late birthday present of .9! Thanks again man!

Haha, glad that lined up :D
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Hiruma Kai on November 25, 2018, 02:14:43 PM
To be honest, I kind of like active flares on the Apogee.  Between the 360 shields and active flare, you can basically skip any form of point defense.  And given energy weapon based PD is kinda bad, that is probably a good thing.  It lets you focus your few good weapon mounts and OP on actually damaging weapons.  

Slapping a mobility system on the Apogee would also make it compete too much with the Aurora's role.  Currently the Apogee is closer to a ship designed to hold the line, and active flares help with that.  The only other tank like ability high tech ships have is Fortress shield, which I could see, but that feel more like the Paragon's trick.  Active flares has the nice fact it helps protect other nearby ships as well (since its got such a long range) and can be pre-activated before any missiles fire, and they don't care who the missiles are going after.

I have yet to even see an Odyssey in any of my recent campaign play throughs, let alone actually get one to fly, so I don't have an opinion on the current version in real campaign combat yet.  

I do find it funny that a valid method of flying a number of the larger high tech ships (Apogee/Odyssey) is with the engines facing the enemy.  In one case, that lets you use both medium slots of the Apogee (say filled with heavy blasters) on the same target at longer effective range without any problems when you can't find a plasma cannon, or in the case of the Odyssey, lets you use your speed boost to run away (which you have to do against capitals).  Also, the two large mounts on the Odyssey are closer to the back than the front, again extending effective range from your shield edge.

It takes a bit of getting used to coordination wise, and basically means you have to use auto aim, or do with out shift click pointing of the ship.

Actually, a flying backwards toggle for controls could be handy.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 25, 2018, 03:28:13 PM
Finally made it to the Red Planet... and plundered that special reward!

After examining the industry it unlocks, it looks like Heavy Batteries without the stability bonus.  Good if I have spare industry slot to stack with Heavy Batteries, which I do not have on a planet with all twelve slots full of other industries to make it self sufficient.  One more reason for multiple specialist colonies.

I think I will try make hand at raiding for blueprints.  After I brought more than ten Valkyries and about 3000 marines, I checked it against against Hegemony's planet, and I need a huge amount of marines AND Planetary Operations just to meet the 40% threshold (for stealth raids).  I am considering Planetary Ops for the +2 stability for an effective +1 to max colonies, and if I want to raid, +50% means fewer marines and Valkyries I need to bring.

I am considering colonizing that one planet with metal and 150% hazard in the central uninhabited core system just south of Askonia just so I can have a handy base to generate my war machine and quickly raid all of the core systems with Orbital Works.

P.S.  Looks like I need more Military Bases to generate more marines.  Time to build up population in my second colony (now at size 5).
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Vind on November 25, 2018, 07:48:55 PM
Odyssey spams special system then die surrounded most of the time - same thing happens with aurora - both terrible ships for AI use. Aurora AI is especially dumb constantly jetting into 3-4 enemy ships line of fire and then rotating shields in attempt to block fire from 2 sides. It is painful to watch. AI is normal with apogee use but drops shield for no reason too frequently.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 25, 2018, 08:05:48 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: TaLaR on November 25, 2018, 09:02:51 PM
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.

Ehm.. I land QD  Reapers with about 90% reliability (in terms of timing, I actually miss trajectory-wise more often against faster targets). That's without missile spec 1 and ECCM, which could boost Reaper speed to make it easier.
Reaper Harbinger is completely ungodly machine of capital/cruiser deletion.

Same for non-mutual kill in case of AM blaster Afflictor - invulnerability frames are gone but they were only a convenience, not necessity. Firing from exactly max range is still fast enough to bypass shields in about 90% cases and safe from enemy explosion. You need to fire at points furthest from ship center in case of Capitals/Cruisers while unphasing already on escape trajectory, so to say.
Afflictor may have became less of a Reaper platform, but it was actually strengthened as AM variant by Entropy Amplifier.

I think it's just precision cost of playing game at double speed in your case.

Doom is... okay. It is the only phase ship AI can pilot somewhat competently and is a dangerous opponent 1v1. But it doesn't enjoy nearly as much benefit from player piloting as the other 2 (okay it's other 3, but Shade is pretty much a sub-par Afflictor in this regard).
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Obsidian Actual on November 25, 2018, 09:48:27 PM
Does the text input field for the player's faction name limit by characters, or by pixel width of the input string?

For example, I tried to call my faction "Magistracy of Elysium", but was unable to enter the final "m". Other characters like "a" or "i" worked however, as if those were the only characters that could squeeze into the (non-scrolling) rectangle.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 25, 2018, 09:49:39 PM
Pixel width, since that's what matters for where the name is used in the UI. I think it actually allows a name that's a bit longer than what fits in the UI space available in the colony screen, though; I might need to fix that up.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: CrashToDesktop on November 26, 2018, 12:44:44 AM
Are the Ravelin Drones on the Midline Star Fortress supposed to have all their weapons in Hardpoints rather than Turrets?  The Midline station is already a bit underwhelming due to abysmal target choice (https://i.imgur.com/oUx6Uve.jpg) on the part of the single combat module, and the Ravelin drones are pretty much useless with all the weapons in hardpoints.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cosmitz on November 26, 2018, 03:56:40 AM
Hum.. i was really surprised to see i had gotten an Independent contract to deliver Fuel to Kanta's Den. I though the +5 rep with Ind was a bug, but apparently, upon checking the footage, it really was an Ind contract targetted at Kanta, for Heavy Weapons nonetheless. (https://youtu.be/1PobQybPyE0?t=1579)

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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 26, 2018, 08:42:40 AM
Re: Ravelin - thanks, made a note.

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.

Huh? Maybe a modded thing? You can only hire officers from the comm directory in vanilla.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: speeder on November 26, 2018, 09:00:44 AM
I liked the combat on this new version...

Campaign, not so much :/

1. Galatian Stipend: what if you don't do the tutorial?

2. Colonies: too unbalanced, a size 3 vs a size 6 planet results in size 3 seizing 33% of market share for example... not only player might get too much money in a sense, it also triggers endless barrage of major faction raids...

3. Economy: I like the direction it is going but... it ended being WAAAAY too simple and ruined some aspects of the game even more, it was hard to cause shortages, now is even harder... or oversupply for that matter... 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 Also when colonies get in the mix things get wonky...

4. Colony Threats: waaaay too much, turn the game from "starsector" into "planet", with you expending 100% of your time dealing with the threats and not doing anything else, even with ONE colony I didn't had enough time to do missions, having to constantly hunt down pirate/pather bases, and defend against crazy raids (seriously, my size 3 hazard 200% planet attracted lots of huge fleets, at some point got sent 3 fleets at same time with several Eagles in each!)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 26, 2018, 09:03:52 AM
Gave the phase ships another try.

I figured out the timing and distance required for Harbinger to land Reapers consistently and, yes, it is a killer ship.  I need to hold both fire and system buttons simultaneously within the sweet magic distance away from the target and BLAM! it's dead!

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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SCC on November 26, 2018, 09:14:52 AM
Two very weird and specific bugs... I am basically screwing around and trying to remake economy from the ground up, so all the existing factions had to go and only my markets exist now. I used a healthy dose of cheats to do that. After I got rid of Luddic Path and Luddic Church, no more Luddic Cells appear. The second thing is that when a pirate activity condition appears in systems with multiple colonies, all colonies get affected by the condition that gets multiplied by the number of colonies. 3 colonies in one of my systems get -3 stability, -50% accessibility each. Shouldn't the penalty be identical for all colonies in a system, but getting worse with time if there are insufficient forces to deal with it? Nevermind, apparently sometimes pirate activity is just more severe.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: TaLaR on November 26, 2018, 09:24:42 AM
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.
Only insta-hit or very fast projectile + high damage weapons are a real threat to Afflictor. 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 of frigates/DEs/some less shielded cruisers, 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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 26, 2018, 09:28:40 AM
AI still raises shields along line connecting ship's centers. If you fire at their corner, your shots get in pretty reliably.
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.
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cosmitz on November 26, 2018, 09:36:52 AM
Huh? Maybe a modded thing? You can only hire officers from the comm directory in vanilla.

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)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 26, 2018, 09:53:55 AM
... 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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: TaLaR on November 26, 2018, 09:55:07 AM
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. On first attempt I erred twice by catching TLs and left it barely alive with around 10%. On second attempt I played more carefully right until the last moment with my hull 100% intact, but mucked up the last approach, got hasty due to approaching CR limit and fired too close - result mutual kill. Clearly you can kill a Paragon with AM Afflictor. It's just more tricky.

3rd attempt (refitted to 3 blasters, 4th was useless due to long approach):
Spoiler
The trick was to keep track of TLs facing and reload, to make sure they can't fire when/where I appear. Or disable them with blasters, when Paragon gave such opportunity.
(https://i.imgur.com/gyN1Zz2.jpg)
[close]

Skill-less:
Spoiler
This took way more attempts...
(https://i.imgur.com/DM9FtbO.png)
[close]
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: speeder on November 26, 2018, 11:51:33 AM
... 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.

The hotfix don't apply in my situation...

Either fleets were slowly ground-up on orbit by my fleet (often destroying my fleet too), or they destroyed my fleet and then won the ground invasion.

Not even once the raid failed, most of the time it succeeded, or got destroyed completely (usually it succeeded).

My gameplay became either let my colony go deep into the red... OR feel like I am playing Shadow of Colossus with infinite boss battles and no other gameplay.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Troll on November 26, 2018, 11:56:21 AM
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..."
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 26, 2018, 11:58:14 AM
I'd still get RC10 if I were you. It might've been possible for fleets to stick around after a successful raid as well. Regardless of the details, this sounds like one of the bugs it fixed.


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..."

Thank you! Fixed it up.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Hydra7-1 on November 26, 2018, 05:28:18 PM
Just a heads up Alex, if you press auto-assign while over lieutenant capacity, it still assigns everyone. so that's a possible loophole.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 26, 2018, 05:32:56 PM
Yep, thank you - on my list!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 27, 2018, 05:59:03 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Nimaniel on November 27, 2018, 08:59:30 AM
There needs to be a global increase of peak performance across the board now that endgame fights are bigger.

Agree 100%. Frigates are struggling hard to find a place in the struggle for planetary domination. As long as larger ships have progressively longer peak performance, and phase ships don't get too out of hand, increasing peak performance across all ship sizes should be alright.

On a slightly similar vein, the plethora of excellent ship mods become somewhat disappointing when they are extremely hard to fit, even with a 10% fleetwide OP increase from the tier 3 skill. I think this issue is slightly related, because I feel forced to run Hardened Subsystems on all frigates. Many other ships have mods that feel similarly obligatory (e.g. Expanded Missile Racks for Gryphon, etc.)

I realize there has to be some opportunity cost to mods, and that we have bigger fish to fry right now, but maybe make a note to tweak ordinance points or OP cost of vanilla mods (and reduce the OP cost of burst PD lasers while at it).

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.

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 costs (after agonizing over purchasing decisions and spending time kitting out and running simulations).

Please keep in mind that even veteran players need this information when mods enter the picture.

Hmm. I'm off to try a fleet of purely massed Apogees.  :P
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: speeder on November 27, 2018, 09:14:03 AM
Yeah, the economy is very bad...

Demand is the main driver of market sizes... meaning the skill and the AIs that reduce demand screws with you, and give litearlly no advantage, since it doesn't increase costs.

Also because you need only ONE global supplier at the size of your demand, as long the supplier exists, you can make infinite of whatever you want...

For example one ore mine is enough to supply infinite amount of refineries... so you can for example kill enemy mines, have a big mine yourself, and build tons of refineries, their demand would make your mine be more profitable than their upkeep I suspect...

Or you can have one ore mine, one refinery... and build infinite amount of heavy industry, cornering the market, and being able to make a ludicrous amount of ships and weapons with no real economy to support that.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sy on November 27, 2018, 09:15:40 AM
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.

Quote
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 costs
i 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.

i do feel that Apogee is a bit too cheap at 18, though. i think it should have the DP cost of an Eagle, not of a Falcon. so in that respect, yes, i agree that the difference in DP between Apogee and Aurora is a bit too large, though not by much.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 27, 2018, 09:23:15 AM
Aurora is only overperforming if used by player with optimal loadout.  With the flux stat downgrade, I find it hard to use basic two blaster configuration unless I min-max dissipation and flux stats to the max or use Safety Override.  It is kind of hard even back in 0.8.  Aurora only seems overpowered if player uses sabots or Safety Override on Aurora, and I am not fond of either.  As for AI use, it likes to drive it to its death.  It is one of the easiest ships to separate from a deathball and kill it if it overextends.  If I want to pilot a strong ship, give me a capital that is not named Odyssey, not Aurora.

As for Apogee, it seems a bit better.  Red and green pulse lasers on the side mounts is effective at blasting smaller ships that try to flank it.  Also helps that plasma cannon is much more effective.  It still cannot force fights if the enemy does not want to engage, but the AI is a bit less cowardly in 0.9.  With tough shields and active flares, Apogee does not need PD for missile defense, and pulse lasers are better anti-fighter than PD beams.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: ThePirateKing on November 27, 2018, 09:34:38 AM
I'm gonna miss the old Plasma Cannon terribly, it was so strong on a Paragon with a good officer. I understand if you thought it was too powerful, but now it can hardly justify its OP cost.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 27, 2018, 09:50:13 AM
The old Plasma Cannon was so flux inefficient (comparable to Mining Blaster) that it was terrible.  AI could not use it effectively.  Only Paragon under player control might use it well, but Autopulse or Tachyon Lance are better.

However, I probably would prefer a two-shot burst that does 750 damage than three shots at 500.  I liked how old Plasma Cannon packed a huge wallop.  Still, I like how new Plasma Cannon is about as flux efficient as a pulse laser.  There is actually a reason to use it over Heavy Blaster aside from +100 to shot range.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sy on November 27, 2018, 09:50:51 AM
i think the new one is much better, overall. yes, it lost dps and anti-armor effectiveness, but it still remains pretty good in both of these, and is way more efficient. the massive flux cost coupled with really poor flux efficiency of the old one made it not worth using on most ships, for me.

edit: ninja'd ^^
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SafariJohn on November 27, 2018, 09:57:09 AM
In my current game I am running a Combat-Tech build (no EW), and the starting Apogee is still my flagship even though I have multiple caps available. Running Autopulse + Cyclone Reaper, with 1 Tac Laser in front, a Heavy Blaster on the left, and a PD Laser on each side to help with Salamanders.

I will probably switch to Astral soon, once I get some Daggers or Tridents produced. I have some Cobras, but they can't hit small ships and one torpedo isn't enough to reliably pierce large ships' PD. I tried the Odyssey - worthless. The turrets favor AI control (boring!), the shield is weak, and you have to control the shield; and you can't give it to the AI because it will overextend and die.

I think the Odyssey would be really fun to pilot if the right and front left larges overlapped in the front, and the rear left was the synergy instead of the right. That would give you the choice of a front fighter or a circle strafer. A 0.1 efficiency buff (from 1 to 0.9) would be enough to make the shield good, I think. Maybe 0.15? 0.2 would be pushing it.


Also, it seems like Autopulse + Extended Magazines is still a better choice per OP than Plasma Cannon, even before you consider how EM stacks with 2 or more Autopulses. Maybe Plasma Cannon should be 25 or 26 OP.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 27, 2018, 10:12:05 AM
Odyssey is now designed to favor reckless melee attacking, but it does not have the defenses to pull it off.  This was part of the reason why I complained Odyssey cannot slug it out against its peers back during 0.8, when it was pigeonholed into triple lance sniper, and now it cannot lance snipe effectively anymore.  Its stats would be fine if it retained its triple lance sniper configuration and no plasma burn.  Now, beams are worthless on Odyssey, and AI will spam Plasma Burn to charge at enemies like an Onslaught does.  Onslaught has the firepower and defenses to kill anything in front of it.  Odyssey... does not.

It needs its old 0.8 shields back minimum, but I suspect it will not be enough if AI will continue to burn Odyssey towards its demise like an idiot.

+10 OP is an improvement, but not quite enough if Odyssey is expected to melee things like a battleship, as long as Odyssey continues to cost like a battleship when deployed.  If buffing it is not acceptable, then its DP needs to be reduced to be less than Onslaught and Conquest.

Quote
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.

P.S.  If Odyssey will remain as flimsy and expensive as it is now, may I suggest changing its system from Plasma Burn to Phase Skimmer?  At least the AI can use that system to avoid damage reasonably well.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Troll on November 27, 2018, 12:15:54 PM
There is a "problem" with the auto-fit of the Legion XIV ship.
It uses the standard Legion templates and those two variants have inverted large and mediums. The standard uses 2 large ballistics and 5 medium missiles while the XIV variant uses 2 large missiles and 5 medium ballistics.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Thaago on November 27, 2018, 12:19:22 PM
I disagree on comparing Plasma Cannon to Autopulse and Mjolnir: They have different uses.

Autopulse is for mag dumping into destroyers and light cruisers. Its efficiency is fantastic so it can be mounted with less worry (though a full mag dump is still a lot of flux). Sustained damage is terrible and it does not have enough armor penetration to deal with heavy armor, so it falters vs heavy cruisers and capitals. Good for hit and run.

Plasma Cannon is for brawling. It has 2.5 times the sustained DPS of an autopulse and enough armor penetration that nothing can effectively armor tank it. Its flux efficiency is good enough (and much better than a heavy blaster. A 'scaled up' heavy blaster to match the DPS with enough vents to match the efficiency would be 42.5 OP, and vents don't work like that anyways). Plasma Cannons are effective in all situations.

Mjolnir is a bit odd and direct comparison is tricky because its a ballistic mount, but here goes: it has (much) worse damage, worse damage/OP, worse flux efficiency, worse armor penetration, and worse alpha (3 round burst of plasma gives some). It has significantly better range (900 vs 700) and a small EMP effect. Ships that can mount large ballistics often (but not always) have worse flux stats than ships that can mount large energy, making the flux efficiency problem more of an issue (Conquest is an exception). Ships that can mount large energy tend to have mobility or range systems that make the range less of an issue.

I would say Autopulse and Plasma fill different niches while Mjolnir loses out. Mjolnir has always been a specialty weapon for those builds/ships that can support it while Plasma Cannon is a good general purpose weapon.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Deshara on November 27, 2018, 06:21:34 PM
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.


I have, no-joke, never landed a perdition volley, and that's even when they're on my harbringer flagship with converted hangers
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Histidine on November 28, 2018, 06:04:56 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sy on November 28, 2018, 06:27:44 AM
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.

at least the various faction fleets should probably have it commonly.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Hiruma Kai on November 28, 2018, 07:52:02 AM
I have seen it a few times.  At least one I remember was a Tri-tach Bounty (Doom/Astral) that happened to be next to a pirate base, so 3 Pirate Amadas joined it.  It was something like 66% vs 31% at the start (fortunately the opponent commander only seemed to have 1 point, so it was -10%).  That was an interesting fight.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 28, 2018, 09:14:02 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: TaLaR on November 28, 2018, 09:30:48 AM
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.

Hyperion always suffered from concentrated Burst PD. But this was and is about 90% countered by Accelerated Shields hullmod.
Specifically sim Paragon became much harder to kill in 0.9, for same reason - it got Accelerated Shields. This prevents Hyperion from landing Reapers against it and tightens timing for jump-shots with HB.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 28, 2018, 09:38:12 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: TaLaR on November 28, 2018, 10:09:12 AM
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.

Just checked and compared with 0.81: I did not notice any difference with chain jump - Hyperion is still almost invulnerable while jumping as fast as possible without raising shield.
Beams just fail to register during split second it materializes. Projectiles can potentially hit, but Hyperion needs to materialize on them with perfect timing for that to happen (given enough attempts Hyperion will die to this effect, so jumping into bullet streams is a luck roll).

Hyperion can still 'mine' sim Paragon to death, despite AS (but this got harder, some shots get blocked).
Spoiler
Most damage was taken due to single vent at wrong distance.
Only raised shields for last few shots to avoid death explosion.
(https://i.imgur.com/lqTnuAq.png)
[close]
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Venatos on November 28, 2018, 10:13:34 AM
just found out:
if you comply with an "AI inspection" from hegemony and uninstall all your AIs before they get there, they will smell that there was AI there, hit you with -20 relationship and they will disrupt ALL your industries for 5 to 10 months!
which means i would suffer nearly 200k defficit for more than half a year! screw that! ill reload and f*** them up with my battlestation.

to Alex:
that is a little to much if you ask me.

EDIT: reloaded and found out i can just bribe em for 100k, thats fine with me. ;)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 28, 2018, 10:21:45 AM
If you grab the RC10 hotfix, the disruption is 2 months maximum :)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Venatos on November 28, 2018, 12:16:40 PM
that sounds more reasonable ;) ill grab that.
btw. how long before the inspection arrives do i have to uninstall all my AIs in order for them to not "smell" them anymore? or does a once installed AI permanently "mark" a colony?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Midnight Kitsune on November 28, 2018, 07:02:14 PM
I noticed the spacer start still has access to the TT load. To me I think that is a mistake since it nearly invalidates the start due to having all that money available right from the start. I also think that the debt should end after so much has been paid into it. Or at least be able to hunt down and kill or pay off the person I am paying stupid levels of cash to
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Draba on November 29, 2018, 02:11:36 AM
I also think Apogee is a steal at 18 OP.
Autopulse/2xIR pulse in front/PD laser all over/skip missiles: can just wade in and grind things down with superior stats.
Plasma/2xAM blasters get through armor easier but for me the staying power from efficient weapons feels overall better(autopulse in hardmount also tends to build up charges).

Like the Aurora too, 30 OP might be the right price there.
My favorite setup for now is:
1 fixed ion pulser/2 gravitons/1 ion cannon/rest of the forward smalls IR pulse, PD lasers in the back and heavy burst laser in the synergy.
Sameish goal as the Apogee, ram fools and use your shields/flux stats to grind them down with efficient weapons.
Ion keeps things down and makes sure lowtech/midline can't just tank without shields.
Gravitons just keep phase ships down and swat small things at a distance.

Apogee is probably better for general use(+I love autopulse), Aurora is more fun to pilot.
Shields are slightly worse but still great, coupled with plasma burn you can be everywhere and push mofos away from your ships that got in trouble.


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).
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.


Also, what do think about the buffed ion weapons?
Cannon/pulser seem solid to me, cannon is cheap enough and pulser also does a decent amount of normal damage(hard flux, too).
Didn't use beams too much but will give them another go, curious how they work with some allies packing gauss/hypervelocity.

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.

The Afflictor and especially the Harbinger are tons of fun and I also think they can tank plenty enough for what they do.
That said, don't think a frigate losing against capitals would be a problem :)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Grushkir on November 29, 2018, 03:16:21 AM
Not sure if this has been mentioned already:

If you acquire survey data for a planet from a probe/survey-ship and you have a survey mission for that planet,
the mission doesn't get resolved.

And a question:

Is it possible to remove entries from the intel/exploration section? It seems that everything stays there even if it
isn't relevant anymore.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 29, 2018, 05:11:04 AM
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).
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.
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.

Inefficiency is a problem, but sometimes, the benefits are worth it.  If your ship can handle the flux use, it is poor-man's Mjolnir.

Back in 0.8, my favorite Medusa loadout was two Light Needler, one Heavy Blaster, and one Ion Beam.  I do not know if that is useful anymore now that Light Needler lost range.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: TaLaR on November 29, 2018, 05:26:04 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Ekibana on November 29, 2018, 05:58:39 AM
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?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: TaLaR on November 29, 2018, 06:08:21 AM
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?

CR always ticks in ship subjective time, same for player and AI.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SCC on November 29, 2018, 06:10:17 AM
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?
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Draba on November 29, 2018, 06:11:03 AM
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.

Yep, I didn't clarify that I see how heavy blaster is good on some small ships lacking mounts.
Since Aurora closes the distance so easily and has the fixed small slots anyway I think no heavy blasters isn't much of a loss, IR pulses work really well(IMO much better for general use).
Mostly a preference but going for burst damage I prefer ships with AM blasters(or phase lance if I have lots of hammerheads helping out).

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 think maxed helmsmanship is implied, dunno about others but I definitely get it.
IMO the biggest advantage of standalone beams is that they suppress phase ships but killing fighters/unshielded frigates could be another reason to get them.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 29, 2018, 07:40:29 AM
@ TaLaR:  It is for 1) poking pirates and other weak targets (they will die if they do not escape) and 2) make up for lost damage between one heavy blaster and two pulse lasers (when not pounding shields).  The biggest advantage is 4 OP saved that can go toward the small missile (like a Salamander) or better flux stats or Reinforced Bulkheads or campaign hullmod.

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.

As for missiles, Annihilator Pods in the front two missiles lets it play the Onslaught's game of Annihilator spam, and it is fun watching Onslaught and Odyssey duke it out and have Odyssey beat the Onslaught at its own game sometimes (although not always).

Odyssey is an anomaly among the capitals.  While most of the them either prefer to stand-off at medium to long-range, or want to get close but are too clumsy to do so, Odyssey is a capital designed for a chainsaw fight and is agile enough to force the fight (at least with Combat skills, I do not know if Odyssey is too clumsy without them).  However, like Conquest, stock Odyssey does not have the defenses to do it.  It needs Hardened Shields or high capacitors to have a good enough shield.

Due to how fighters work in 0.9, it is best for Odyssey not to rely on them if the pilot is not a max carrier skill specialist.  If OP gets short, cheaper fighters can be used to scrape a bit more OP.  Also, Odyssey needs missiles.

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).
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Draba on November 29, 2018, 08:59:58 AM
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.

Dunno about that, there really isn't that much in industry that's worth skill points IMO.
Even if you do not plan on using(the admittedly too easy) alternative governors, a single skill admin with industrial planning is all you need to get inifinite money.
Add 2 more planets with industrial capacity and clunkers are pointless(you can get pristine ships instead).

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.

As I said earlier I'm a huge fan of autopulse, 2 of them costs 50 OP with extended magazines.
That's a 90 shot opener at 0.83 efficiency, throw in the IR pulse lasers + maybe 2 ions and IMO it's much better than plasma.
Constant HE pressure from annihilators does work very well on the Odyssey setups I tried.

Your defenses are also better without the 2 huge flux hogs that are way less efficient than auto pulse and slightly less so than IR.
Plasma is great on Apogee but don't like it that much on the Odyssey, probably best for playing keepaway with tacticals in the small slots.

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).

IMO hardened shields is so good it's mandatory on beefy hightech ships, not just the Odyssey.
Yep, OP in general is very scarce. Campaign hullmods on combat ships is not something I'd ever do.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Wyvern on November 29, 2018, 09:19:05 AM
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).
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.
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 29, 2018, 09:48:04 AM
@ 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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Draba on November 29, 2018, 10:09:18 AM
@ 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.

Fair point about the blueprints, one note is that you can just spam the best available destroyer/cruiser(hammerhead/falcon only 20K/34K as a reference).
If you don't have/don't want to use cores admins in bars either have no skills or Industrial planning/Fleet logistics/Planetary operations maxed, just grab an industrial planning one for 5K active salary.
You need upgraded orbital/patrol station anyway so after a few months extra stability is mostly unnecessary, only real loss is the 30% access from fleet logistics.
I'd say alpha cores do not have any real side effects(beyond RP reasons), you wouldn't want to replace them anyway and using AI is a no brainer.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SCC on November 29, 2018, 10:46:06 AM
Some feedback on Forlorn Hope: every time I try it, the only ships that remain in the end are condors, and the issue with condors is that they just don't give up and we're stuck in an eternal stale mate. I am not sure if their CR ticks down eventually (I don't use carriers), but even waiting for that would be tedious, so I just quit. Can't they just give up when they see nobody's going to win this?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: DrakonST on November 29, 2018, 11:37:22 AM
Alex, why in "Hard" spacer start still appear content from tutorial? Like Domain-era probe and recoverable ships near planet? This things kill difficult of this start.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 29, 2018, 12:16:12 PM
@ Draba:  The problem with my primary is decivilized, and I already have max colonies, meaning it is hard to stack stability.  Only way for me to get more stability it get Planetary Operations 3 on my character, or an alpha core, then replace tech mines (which I think are nearly exhausted) with heavy batteries.  It already has a star fortress (which I should not rely on since big invasions will knock it out if I am not there to fight with it personally).  It does not have high command (due to upkeep).  Since I have no other colony better at the moment, I cannot remove yet another industry for planetary shield.  The long-term idea, if I still keep my first game, is explore west for a better system.  On the east side, all of the great locations and high resource planets have high hazard rating, and all of the low hazard planets either have mediocre resources, far into fringe, and/or the only planet in the system.  I only went east because the red planet spawned there.  (Plus, I wanted to avoid the Luddic factions.)

I agree RP reasons are not enough for clearly sub-optimal choices.  I turned on Free Port, and number of expeditions did not spike, only that the Luddic Church and Hegemony joined in on the invasion fun.  Luddic Church are wimps, not sure on Hegemony (although I stealth raid their planet for blueprints at least twice, mainly since my primary colony is almost next door to them).  As long as stability is max, I make more than double the money if Free Port is on.  The choice of Free Port is really not a choice.  Just leave it on.

Next game, I will probably abuse Free Port, at least once I can stack stability like crazy.

I guess if I want to use alphas, just build a colony I do not care about and let it run for free money until the enemy destroys it sooner or later.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Troll on November 29, 2018, 12:59:34 PM
I managed to find a really nice Terran world with lots of bonuses and hazard of 100% not too far to the west of the core worlds. Its only problem was the Remnant presence.
Said presence went up by many times the original size when a star fortress appeared. I couldn't do a thing and landing was becoming a game of cat and mouse.
Then (after I colonized the other planet, a high mineral, mid hazard barren one) I came back to find no more Remnants and huge fleets or my own (5 or 6 legions at once). It was brutal how much an always respawning local fleet could destroy those guys.

As I was searching for another Terran planet to colonize (having left my 2 colonies to a good admin and an alpha) I saw that the Ludds had a good low hazard Terran world. I wiped them, and took their place, did the same to the nearby planet to own the system.
I ended up getting my new Terran planet with a Spaceport disruption for 360 days while still in construction. The one in lesser optimal conditions ended up carrying the system in both income and fleet way before the Terran one came back online.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 29, 2018, 01:05:45 PM
Luddic Church's Gilead is pre-generated like the rest of the inhabited core worlds.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 29, 2018, 01:43:13 PM
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?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sebenko on November 29, 2018, 03:41:21 PM
Dunno if this was mentioned further up the thread, but restoring a Falcon (P) (D) converts it to a standard Falcon, potentially with missiles still in the no-longer missile hardpoints, and the default hull mods taking up OP.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 29, 2018, 04:16:48 PM
(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!)

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?

Should not be possible; if it *is* possible it'd definitely be a bug. I believe the "friendly fire" case is covered, though.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Midnight Kitsune on November 29, 2018, 07:41:13 PM
(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!!!
...please?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 29, 2018, 07:53:36 PM
Yeah, all Starsector stuff is checked-in at an offsite location, and I've got a copy of the harddrive, so should be good on that front :)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: MajorTheRed on November 30, 2018, 08:57:12 AM
So, here is a few comments about the new version. I've played 3 games so far (Hegemony-aligned, neutral, Luddic Church fanatic). Generally I loved the new version (more balanced and varied that previous version). I like how blueprints have been implemented so that some ships are not used by anybody (Legion!). Colonies are funny to play, mostly the first part when you try to find a new Eden to start your first colony. The fact that, until you get a proper industry, you have to rely on loot and salvage to equip your ships properly is really immersive too. It really make you feel that you have to struggle in a universe where you cannot buy what you want because sometimes it just doesn't exist.

Like we say in the place I leave, "after the flowers, here come the pot", mostly related to immersion and "fun":
-Luddic Path insane defense fleet and orbital station are not fun. Boring to destroy, unable to ignore it when they are terrorizing you. They looks like the old end-games bounties in the previous version. After some (painfull) time, there should be a mecanism which remove them from the game. I mean, if any faction in the game is willing to bullying you for trade reason, why they cannot send an armada against a bunch of terrorist terrorizing half a dozen system?
-Which lead me to another problem that could make an entire topic in itself. I can be resume by "what you can do, the game can do it". 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.
-D-mod ship that are rare (XIV battle group, uber-high tech frigates...) should not be sold at open market. Even if the ship has some damage, they are still precious war machines of insane power that factions would keep for themselves in second-line fleet or patrol.
-Lastly, a small details: procurement mission are sometime weird and immersion-breaking like Ore mining station asking for Ore, Volturn askin for lobsters... etc...

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!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Shoat on November 30, 2018, 09:11:34 AM
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.


I don't think that is a design decision, just a "not done yet". At some point in the future AI factions will become more dynamic (though they'll probably always be slower at expanding and other stuff than the player, simply for performance's sake), but not in this version (though let's be honest, there's been enough gigantic sweeping awesome changes for one patch here).

The world around the player is already WAY more dynamic than it has been in past versions of the game.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on November 30, 2018, 09:26:37 AM
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.


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!

:D
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Igncom1 on November 30, 2018, 10:14:36 AM
Rebuilding after the apocalypse might make great material for a sequel to SS, but this game is still seeped in pure survival from the apocalypse which I enjoy.

We are basically warlords looting the remains of a thousand dead worlds, swarming around a drying oasis.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on November 30, 2018, 10:15:49 AM
I enjoy the building.  Less dirt and more neon knights (or other big epic space battles) please.

P.S.  I guess it is like old-school D&D from what I see.  You are expected to play tomb raider until name level, then you build up a barony then do strategic things with your army, if you got one.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: MajorTheRed on November 30, 2018, 10:37:22 AM
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.

Sorry I was probably not clear. 4x is not the thing I was thinking, there is in fact already Nexelerin to fill this place in some way. I was more thinking of something faction-centered, involving for the player, an event that will be quite rare and makes the story progress. This kind of endeavour could be Hegemony trying to make a new colony somewhere, or Luddic Church starting an invasion of Magec to conquer Tibicenia. So not the thing you will see each month, but per year or more. So far I feel the game is too "player-centered" with raids, player-only colonies, player-only pirate base-busting. It feel like the sector is inhabited by bored peoples who cannot do anything by themselves and only wait to give things to do to the player.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: FooF on November 30, 2018, 03:25:31 PM
Re: Expansions

Suspension of disbelief and all but it does strike me odd the major factions aren't expanding to valuable worlds just beyond their doorstep. I think it would make more sense if there were random [REDACTED] fleets roaming about or other dangers that make the player's colonization efforts something of a "do so at your own peril." I can buy that the Sector has its own internal logic why its not rapidly expanding but so far the game hasn't given me that logic.

I don't think we need to go into 4x territory but major factions setting up proxy colonies would give the player smaller targets to pick on instead of say, invading Sindria. More of a graduated step into fighting the major factions. Destroying these non-vital start ups wouldn't have the same consequences as invading a core world. Or something like that.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sebenko on November 30, 2018, 03:29:18 PM
Something that did not occur in previous versions: The player waiting around, for things such as production or construction to finish. Perhaps some way to advance time/put the fleet in dock would be an idea. (Weird how I can visit every bar in the sector, but my crew never ask for shore leave)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: RedHellion on November 30, 2018, 04:19:13 PM
Something that did not occur in previous versions: The player waiting around, for things such as production or construction to finish.

I once sat in orbit of one of my colonies with the Shift key weighted down while I made and ate dinner so that I could recoup funds for more fuel and supplies without bankrupting myself. A "wait for X days" option would be nice (maybe free at your own colonies, but you need to pay for room & board and expenses for your crew if you're at another faction's colony - the same way Storage works).
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: CyberCenturion on November 30, 2018, 11:09:54 PM
I agree that is is difficult to suspend belief that the other powers would not be colonizing new worlds. I also think it is way to easy to start your own faction and suddenly skyrocket in power by simply choosing the right planets to colonize. To remedy both these problems I think that the ability to colonize planets should be removed from the player and make it so it is a special mission issued from a friendly faction to colonize a planet. The faction would sponsor the player to find a suitable location for a colony and then supply the citizens and materials to get it started. The player would manage the colony, but only get a fraction of the profits and be aligned with the faction that sponsored the colony. If the player wants to keep all the profits and sever its relations with the host faction, the player would have to rebel against the faction and defend against multiple waves of fleets until the host faction either retakes the colony or is defeated enough times that it is no longer worth the cost of retaking the colony and the player is recognized as a new power. Thus, making it a much more interesting, difficult, and logical process.

Just my two cents.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SCC on December 01, 2018, 01:24:37 AM
I don't think 4X-ish suggestions are ever going to die out, Starsector lends to this pretty well and it attracted people who like that style of gameplay in the first place, somehow. You have to bear it until the end of time.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Draba on December 01, 2018, 02:44:04 AM
Some notes on economy after playing a bit more, with some guesses on how things could be improved

Resource output scales very fast with size: resource deposit quality isn't very important, you only need 1 colony to get a huge share
Assuming only planetary operations and no AI a size 5 world has 6/8 mining and farming output with normal/rich deposits.
Size 10 ends up with 10/14 with the absolute worst/best possible ones(base is 9 size + 1 admin + 1 AI).
A size 10 world will get ~20-50% of all markets and easily get 1M+ profit.



Accessibility can be stacked too high
Closely related to the previous point, but worth a separate mention.
Bringing player accessibility closer to core makes multiple colonies more attractive without needing to touch total sector output.



Growth penalties are tiny compared to boosts, growth incentives scale into the 100s
The highest penalty I know is hazard, IIRC -20 at 350%.
On the worst possible word a size 3 colony with maxed incentives will grow at ~10%, incentives + free port ~25%.
Bigger sizes are more or less constant between 15-20% as incentives drown out everything.



Building slots
Right now if you colonize a planet there is little incentive not to use all slots(unless you have tons of colonies for some reason).
Just a note as changes to the other points would probably improve this naturally.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Awe on December 01, 2018, 08:57:34 AM
Phew. Played 3 games so far. Generally very positive impression. But i want to complain about few things.

Weird fleet behavior.
1. Didnt remember such things in 0.8, but almost every fight someone from my fleet try to block los between my paragon and target. They are happily rush into front of my guns even if they are not escorting and have a lot of free space to the sides. For what reason almost unarmed drover can deside to fly between paragon and remnant cruiser for example?
2. Differrent AIs for enemy and your fleets? Flux capped enemy ships try to cover behind their healthy friends. Even damn enemy frigates try to cover retreat of damaged allied ships, but this doesnt work for your fleet - 20 lvl captains happily drift away under station fire instead of covering and venting behind fat paragon shield, etc. -_-

Intel tab.
Please, make filter buttons static. Looking for bounties or another button not funny at all, if this button moved to the left, or right or even to another string because some new filters appears or disappears from last time.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sutopia on December 01, 2018, 10:47:05 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on December 01, 2018, 11:29:38 AM
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.

(I did see it, yes, thank you for the report! Let me just fix it up while we're talking about it - there, done.)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: sean0fthedead on December 01, 2018, 02:21:04 PM
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.
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.

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!

Thanks for the response! Does next release mean a RC11 or Starsector 1.0?  ;D
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Recklessimpulse on December 01, 2018, 03:43:05 PM
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?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Wyvern on December 01, 2018, 04:13:49 PM
Does next release mean a RC11 or Starsector 1.0?  ;D
Neither!  Next release should be a 0.9.1.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Draba on December 02, 2018, 02:55:18 AM
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?

Taking a TT comission gives a ~40% penalty by itself, that's not really significant on a world with 200-ish base(220 if you have an extra alpha in megaport).
Size 6 on a decent world already makes around 500K profit a month without cores/forges/snychrotron. Can be over 1M on a good one with an alpha/some betas and forge.

You are right in that for lower sizes building and incentive costs are significant.
That's why you need 3-500K to kickstart the process(can be done on a budget, but will probably involve more babysitting).

Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Histidine on December 02, 2018, 07:32:16 AM
Can't find any of the bug report threads on it, but: The "[redacted] ship runs away and forces the player to hunt it down bug" may be
Spoiler
a Sentry that ran out of missiles and is backing away. At least, I caught one doing this in two battles.
[close]
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on December 02, 2018, 09:01:38 AM
Aha, thank you - noted that. Seems likely that'd cause a problem, yeah.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Gothars on December 04, 2018, 03:24:10 AM
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?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SCC on December 04, 2018, 04:17:11 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Shoat on December 04, 2018, 10:27:08 AM
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.

Part of that might be intended. You aren't supposed to get intel about most things unless you are near a functioning comm satellite thingy. That's why there's always a huge influx oif bounties, exploration missions and economical stuff popping up on your screen whenever you come back to the bubble from the outer parts of the system.

Also some expeditions will be made up of more than one fleet, so it's possible you crush one of them and think that's it and leave, and then several others sneak past and smush your station.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SCC on December 04, 2018, 10:33:41 AM
Firstly, you receive colony threat intel no matter where you are. I played for some time before the RC that limited how many expeditions there can be and no other was unmarked (other than the recent Hegemony AI inspection). It would be jarring if you sometimes received no warning just because. Secondly, I received a notification that the raid failed, in the case of that Diktat expedition. Before there were 4 fleets to one expedition and I fought them all, so I knew there could be several. But no, that time I fought just one and the game declared immediately that the raid failed. And there was no other Diktat fleet in the vicinity - I received the news of my colony getting raided only several days later.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on December 04, 2018, 11:25:26 AM
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.

Looking at the code, it's really hard to see how you might get an expedition but not get a notification. The actual expedition code sends out the notification, so they're tied together tightly, and there's no if/then logic that could go awry - it just does the expedition setup and sends the message, with no branching.

Not saying this is impossible, of course. It just really, really looks like it right now :)


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.

Btw, a question: you don't have devMode turned on, right? That would make expeditions work quite differently, among other things...

And, again, I'm just not seeing how you could get an expedition with no corresponding intel, since code-wise, the expedition *is* the intel. So that's super weird. If you happen to see this again, could you get me a save?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SCC on December 05, 2018, 12:45:56 AM
No, that was about 30 levels before I started messing with my save.
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Gothars on December 05, 2018, 02:03:35 AM
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.


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;)")
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cheet4h on December 05, 2018, 10:06:57 AM
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.

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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Volfgarix on December 05, 2018, 10:08:29 AM
Sooo, I installed a sniffer in my own Comm Relay. I guess it isn't needed in first place, right?

Edit:
Guuyyss...
Spoiler
(https://i.imgur.com/ISdxbQt.png)
[close]
This happened after battle with some bounty target, had to ALT+F4
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SCC on December 05, 2018, 03:31:01 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on December 05, 2018, 04:18:24 PM
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.

I've got a TODO item to help out with both of these, yeah.

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?

That'd make it go faster, yeah. And if the somewhere-around-monthly "should an expedition be sent" check happened shortly after you established the colony, it could go pretty quick overall.

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.


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.

I feel like it being tagged "colony threats" is basically that. "Important" is very much a player-perception and player-controlled thing; I *think* one or two things may auto-flag themselves that way, but I'd like to be extremely sparing with that.

As far as pinning important intel on the campaign UI somewhere, I'm not sure there's room anywhere.

Sooo, I installed a sniffer in my own Comm Relay. I guess it isn't needed in first place, right?

It could be useful for any local intel such as procurement missions. Basically comm sniffer = "you get intel as if you were there", which means certain local-only info such as fleet departures and mission postings becomes available when you're elsewhere.

Edit:
Guuyyss...
Spoiler
(https://i.imgur.com/ISdxbQt.png)
[close]
This happened after battle with some bounty target, had to ALT+F4

(Fixed for the .1 release.)

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.

Largest military colony in-system. If there aren't any, then largest colony period.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Headbear on December 05, 2018, 08:28:21 PM
Been playing it for a while, very fun. Both as in genuine fun and Dwarf Fortress !!FUN!!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SCC on December 06, 2018, 01:04:47 AM
Ohhh, that's how. I guess that Askonian Revolutionary Council won in the end! And their expeditions are weak as well, so defending from them is very easy. Too bad Sindria's just bragging rights!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: The2nd on December 06, 2018, 03:52:13 AM

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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on December 06, 2018, 05:19:43 AM
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.

P.S.  I like to participate in allied battlestation fights, but I do not do that because of the rep penalty.

With automatic -10 rep, I need to intercept the fleets before they arrive (and be able to chain battle up to five endgame fleets that break the fleet cap).  Also, -10 is a big penalty for repeated invasions.  Not only no battlestation fight, but also huge penalty for letting them reach my system.  More babysitting when there is already too much, if you colonize too early in the game.  At that point, just have them declare war at my faction and be done with it.

P.P.S.  If player is incentivized to kill invaders in hyperspace, then battlestation will be only useful for the stability bonus.  If not needed, then colony is better without it (or only orbital station) because the upkeep can be high.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Gothars on December 06, 2018, 07:32:20 AM
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.

I'd guess you still lose rep for attacking the fleet, although probably not 10 points. If the frequency of expeditions drops dramatically it would be alright, though. Instead of babysitting it would become active colony protection. Why should't a more risky interception without station help be rewarded?

Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on December 06, 2018, 11:32:48 AM
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.

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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Wyvern on December 06, 2018, 11:37:48 AM
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.

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'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'?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on December 06, 2018, 11:43:29 AM
You would not get it back, no. The rep cost to avert is reduced by the same amount, though.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: solardawning on December 06, 2018, 11:46:15 AM
So just having a colony will gradually make all factions (except a commission faction, if you've taken one) hate you?
It sounds like the gameplay would be a treadmill of doing reputation-earning content in order to maintain friendly relations with each faction, as the default is to lose ground.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Wyvern on December 06, 2018, 11:51:21 AM
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.

Still, maybe if expeditions are going to be less hair-trigger "Oh you built tech-mining on a size three colony, now Sindria thinks you're making too much fuel", and if there are additional stages of response before the factions start bringing out the big sticks.  (I do like the notion of faction-sponsored pirate raids.  Or even "pirate" raids - maybe one of those "deserter" fleets got an offer of amnesty if they just do this one thing...)

So... not going to go so far as "Don't do this!" - it's possible there's context around this change that I'm missing.  But don't do it without actually considering how it changes the gameplay.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on December 06, 2018, 11:57:57 AM
Here's the full set of expedition changes in-dev:

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
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Wyvern on December 06, 2018, 12:28:58 PM
So once you've got a decently productive colony, you're looking at needing to gain anywhere from 10 to 60 reputation with random factions, per in-game year, to break even.  That seems doable, but also more than a bit annoying to deal with.  (Especially the random factions part - which factions I can reasonably gain reputation with is -also- random, based on who has bounties out and where they are and how strong they are.  While that may balance out in the long run, it's fairly easy for there to just not be any good options for reputation gain with a given faction for a year or two.)

      After 2-3 expeditions are sent (total, by all factions), no expeditions will be sent for 6 to 12 months
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."
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on December 06, 2018, 12:51:39 PM
Hmm, you know, it might make sense to just move the entire reputation penalty to "when the expedition fails". That way you can avoid the penalty with bribes, and if the expedition succeeds, at least there's a slight silver lining.

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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Wyvern on December 06, 2018, 12:59:06 PM
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.

And no, you wouldn't be dynamically toggling free port on and off; it'd be more "Well, we're getting punitive expeditions at the max rate just for fuel/supplies/smuggled-drugs... might as well turn free port on and leave it on; over time that'll give us more profit without actually making more expeditions happen, just different ones."  It's not dependent on exact time frame, just on the knowledge that there is a cap and that you're probably at it even with free port off.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on December 06, 2018, 01:06:05 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Wyvern on December 06, 2018, 01:10:56 PM
Ah, okay; so this is more of a "I'm reading the patch notes wrong" than anything else.  Also good to know.  Hopefully understandable how I got to that conclusion, though, given the black-box nature of the expedition launching mechanics.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on December 06, 2018, 01:17:35 PM
Yep, totally understandable! It's good to talk this through, because there's always the possibility I've missed something, and it's also good to get the details of how it works out, too.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on December 06, 2018, 01:17:44 PM
If I need to gain reputation fast, I probably would get commissions with everyone (not at the same time, one at a time).  Build up to cooperative, then dump them.  Join the next faction before rep goes too low, build up rep.  Rep gain is faster with commission.  Just need to avoid fighting with enemies that are not pirates or pathers.

I would think that player will eventually get max rate sometime during the endgame, and he might as well do everything profitable because like Wyvern says, things cannot get any worse.

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.

P.S.  Of course, there could be the option of being hostile with the faction and eating the accessibility penalty.  If staying out of hostile is too hard, might as well nuke the core worlds to win the game.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on December 06, 2018, 01:50:17 PM
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).

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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Recklessimpulse on December 06, 2018, 06:55:57 PM
In taking an onslaught into a few battles I noticed it does fine when fighting battleship heavy fleets but not carriers heavy fleets so I started to pay attention, ships hold back and even turn to aim at fighters they have no hope of engaging some times hitting their own fleet in the process.
Did the priority of fighter as targets get increased in in 0.9?
Is max fighter distance from carrier counted as the weapons range of a carriers causing ship to be far to shy when fighting said carriers?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: solardawning on December 06, 2018, 07:29:48 PM

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.

I find this kind of interesting, because in a dozen games with built up colonies, I've never personally fought an expedition. If you have two built up colonies in the same system, their combined fleets are always enough to handle any expedition, including Very Strong ones. There's never been a single one that can threaten my colonies, except very early... and that's why I bribe the first few.

The mechanic feels weird because it's so binary. There's either zero gameplay (you bribe or don't need to fight), or it's exceptionally punishing if early and unprepared (say, you didn't read the forums and know how expeditions work). There's little middle ground.

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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: code99 on December 06, 2018, 09:15:43 PM
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.



I have to agree with this. I will probably stop using colonies as well. (i will try them out when 0.9.1 comes but if i understand how they will work from the discussions here then I most likely wont like it).
Sorry but I just dont feel like grinding reputation my whole game. Im looking into modding this whole colony/punitive mechanics to something else but with my limited knowledge in java, it will take me a bit of time.

Like you said tho, there is always exploration which I love in this game. I do that 90% of my time in starsector.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Recklessimpulse on December 06, 2018, 09:21:33 PM
Heh me too, I'm hoping it will be mod-able in that case I'm going to set it so I get +5 rep per fleet a reward for victory.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Draba on December 07, 2018, 04:07:25 AM
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.

I think there could be more varied triggers/punishments in the colony system, there is only so much you can do when your only tool is a hammer(expeditions).
Factions could tell you to cut your market share below X for Y commodity for Z time/close free port/shut down whatever, not complying triggers various "or else" responses depending on their annoyance level.
That way player you can avoid all penalties, but potentially go in the red to do so.

Some "or else" options(beyond current expeditions):
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on December 07, 2018, 05:40:51 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Draba on December 07, 2018, 05:49:33 AM
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.

Currently hostilities with a major faction and its allies are somewhere around a 25-50% accessibility loss(just a guess, TT comission is ~40%).
Big colonies won't care too much about that but I'd assume later on getting 200%+ won't be possible/will have some real consequences.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on December 07, 2018, 05:57:41 AM
@ Draba:  I had -40% with Tri-Tachyon commission, and it cut accessibility too much for my fringe colonies (at first).

I tried sat bombing, and I got -80% accessibility from all of the factions that became hostile.

Normally, penalty is -15% at worst if only hostilities are with pirates and pathers.

I think colonies near the core can take the penalty, but those at fringe may not without Free Port.  (I have not turned on Free Port yet because the profit increase was not enough when colonies were small and stability low, but it might be now that both my big colonies are now size 7 and have lots of stability.)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Gothars on December 07, 2018, 07:57:02 AM
Part of managing your colony in a peaceful way is the ability to regulate exports in the first place. At the moment you have to either shut down an industry completely or tank global accessibility to (for the time being) comply with the wishes of a faction, both of which are too drastic a measure. If you could limit extra-faction export of a resource in a controlled manner, that would be an important step.

Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on December 07, 2018, 10:11:34 AM
Actually, it is nice to ignore fighting when my main colony is at the easternmost fringe (-20% accessibility due to distance from core worlds).  I would be so annoying to go from one side of the sector to another as soon as possible because I have a colony threat alert that I cannot ignore.  So far, that fringe system has one great planet (+75% terran planet with decent resources), a secondary planet that is viable as a primary in its own right (+125% water world, with enough volatiles to supply fuel production at primary as long as sizes are equal and admin has Industrial Planning 2), and third that has high hazard (+200%), but has plenty of rare ore that the other two lack, and it is in the same system.  Not sure if I sure build up that one or look for one for much less hazard far away from that system.  (Tertiary is still at size 3 so I can abandon it later if I find a much better place.)  I like to ignore fighting while I am busy looking for another system to colonize (that is closer to core) and more blueprints.  Finally, the system has a fourth planet that is okay for colonization (+125% arid, but no resources aside from normal ore, which my +75% terran produces plenty of).  I probably will leave #4 alone so I can colonize elsewhere.  Two good planets almost on top of each other is nice for defense, although they still get through the orbital station sometimes.

Also, there is a 100% hazard tundra in the system next to that super fringe system, and I am think about colonizing that one to erect another heavy industry (to bloat my production per month for fast battleship building).  I almost do not want to spend all of my colony slots at that one location (I like plopping down temporary waystations elsewhere).

I have up to seven colony slots from max colony skills, and I am hesitant to spend most of them at two good systems in one area at the eastern fringe.

There is also another +75% terran at the northwestern part of the fringe (but the system is not as good as the one at the east), but I will probably leave it because I do not want to go from one end of the sector to another defending everything from threats.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: DrakonST on December 07, 2018, 12:04:44 PM
It is received from my familiar person. He just attacked the station. Appeared second, ally station.
Spoiler
(https://pp.userapi.com/c846217/v846217101/152d23/AW2dZIbaxLE.jpg)
(https://pp.userapi.com/c846217/v846217101/152d2c/C1E-tAahuCA.jpg)
(https://pp.userapi.com/c846217/v846217101/152d35/OPQYn6108wA.jpg)
[close]
After battle the new station remained on campaign map.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cosmitz on December 07, 2018, 01:26:46 PM
This can't be standard fare. Found in hyperspace, they were just bumbling/messing around (https://imgur.com/cKzAQvx), i think attacking eachother again. And if it is, i'm unsure what kind of player-response would be appropriate.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SCC on December 07, 2018, 01:28:20 PM
This is a pirate raid. Yeah, it's a bit extreme.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on December 07, 2018, 02:02:49 PM
I am concerned that can happen to my stations since I have two large colonies on top of each other orbiting the same gas giant.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: intrinsic_parity on December 07, 2018, 06:16:35 PM
I have seen strange death balls of multiple large pirate fleets in hyperspace before as well. I'm not sure if they kept spawning near a pirate base and then did nothing, but they never went to my colony. I was flying through a hyperspace storm with limited visibility and then came out of it into 10ish large pirate fleets with no warning. Needless to say I reloaded.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on December 08, 2018, 04:57:52 AM
I have seen death fleet of pirates a few times.  If in hyperspace, it is probably due to catching them on their way to raid a system somewhere (or perhaps on their way back).

Death fleet equals fast rep gain in a system with system bounty.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sutopia on December 09, 2018, 09:14:27 PM
I'm finding the best way to F with main factions is to not clean pirates up for them. The pirate death fleet is amazingly effective at keeping them busy lmao.

Here's the full set of expedition changes in-dev:

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?
I mean, for instance, you now get a -10 rep with one faction, how long does it take to drop back to 0?
It would be great if the cap is designed around this known parameter, for player not need to overly babysit colony.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sy on December 10, 2018, 05:56:46 AM
How fast does minor negative rep degrade?
I mean, for instance, you now get a -10 rep with one faction, how long does it take to drop back to 0?
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on December 10, 2018, 07:04:37 AM
-10 seems excessive.  Maybe -5 would be more reasonable?  If I need to take most of the free time given patching up rep, then it would be like babysitting the colony, and that is no fun.  Instead of being at the colony, I need to go where I already went and hunt pirates and pathers, and I do that enough already protecting my colony from them.  It is not much different than being dog of the state just to be friendly.  If it gets too bothersome, I will let rep tank, eat the accessibility penalty, and be hostile with them.  Then, after I bore of them, sat bomb (or disrupt spaceport of) all the core worlds and win the game.

As for pirate raids, they can be too effective.  In my second game, Asharu decivilized because I did nothing (because my colonies were far in the fringe and I wanted to explore), and pirates raided it into the ground (-9 stability total).  It would be nice if I can resurrect it with a colony of my own or whatever, but Hegemony would sat bomb it away (unless I wipe Jangala and Barad off the map too).
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Deshara on December 11, 2018, 01:17:51 AM
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

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?
... I'm starting to feel like it's about time for a reputation rework. I think the only major mechanic left that'll interact with it is here now and said new mechanic is getting the most weirdness from it. Maybe reputation should be made logarithmic like production & population is -- I did a writeup on it but it became huge so I made its own topic (http://fractalsoftworks.com/forum/index.php?topic=14631.msg238586#new)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on December 11, 2018, 09:11:54 AM
-10 seems excessive.  Maybe -5 would be more reasonable?

(Funny, changed it to -5 already :) The math does seem to work out better with a -5.)

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?

Well, none of this stuff is predictable enough to be reliably controlled in this fashion, and it wouldn't prevent it anyway. So I get what you're saying - it makes sense in theory - but given the details, I don't think it actually holds up.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: MorganOrgan on December 12, 2018, 03:16:02 AM
Which file I have to edit to set "altMouseMoveToMassTransfer" to active?

Found it, nevermind ;)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on December 12, 2018, 06:52:17 AM
Started on game three, and while I explored east in the fringe, I encountered a single pirate fleet with 67 ships.  20 Colossus 3s, 3 Falcon (P)s, 3 Ventures, 14 destroyers, and 27 frigates.  Looks at my fleet cap.  Wished they were two or three separate fleets, and not one fleet with more than twice as many ships I can put in my fleet.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: FooF on December 12, 2018, 07:20:50 AM
Somewhat similar to Megas, I had a Pirate Armada with about 40 ships chase me through 6 different systems out on the fringe (I was steamrolled on the one attempt to kill them). They were bound and determined to kill me. It took luring them into Luddic Church territory and having a station assist me to take them out.

It was the most persistent fleet I think I've ever encountered in all my years of playing. In a strange way, it was exciting because they were the bogeyman every time I'd try to explore a system. Defeating them also was quite satisfying, even if I had to game the game a little to do it.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on December 12, 2018, 11:38:28 AM
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?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: FooF on December 12, 2018, 12:18:09 PM
I never let them talk  :D Though, in my defense, 99% of the time, opening a comm to pirates is little more than "you're mine and all your stuff is mine." Perhaps I'll open a comm next time?

I did not fail any missions prior, no.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on December 12, 2018, 12:20:14 PM
They ought to hail you, iirc, like Pathers do. That is a bit odd; having a hard time thinking of any other circumstances where a fleet would be this large and this persistent.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Wyvern on December 12, 2018, 12:31:50 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Deshara on December 12, 2018, 12:44:29 PM
I have to hail pathers first too
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on December 12, 2018, 12:47:29 PM
I mean this sort of thing (see green text), not them actually opening the comm dialog.

https://i.imgur.com/RCoXfkH.png
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Wyvern on December 12, 2018, 02:03:30 PM
I mean this sort of thing (see green text), not them actually opening the comm dialog.

https://i.imgur.com/RCoXfkH.png
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.

Edit: Maybe a highlighted "Accept comm request" instead of "Open a comm link"?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on December 12, 2018, 02:20:53 PM
With fleets joining, it is too easy to miss the hail alert because it appears as yet another fleet joining in unless you read the fine print.  Highlighting the hail option in a different color would probably be more useful.

Similar problem with fleet limit warning in refit screen.  Too easy to miss due to dark gray color text that appears just like other fluff text.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: FooF on December 12, 2018, 03:05:19 PM
Had you not posted that screenshot I would have never known that fleets trying to hail you was A Thing™. I've skipped over that portion of the encounter so many times I've trained myself not to look there. And yes, it gets lost in the fleets joining the fight.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Deshara on December 12, 2018, 03:20:45 PM
I have managed to never once notice that lol
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SafariJohn on December 12, 2018, 03:34:09 PM
I mean this sort of thing (see green text), not them actually opening the comm dialog.

https://i.imgur.com/RCoXfkH.png
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.

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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Deshara on December 12, 2018, 03:36:19 PM
I mean this sort of thing (see green text), not them actually opening the comm dialog.

https://i.imgur.com/RCoXfkH.png
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.

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.

+1, since it's pretty rare and basically only comes up to warn players of unusual content
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Voyager I on December 12, 2018, 04:28:40 PM
Seconding as having never, ever noticed this before.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on December 12, 2018, 05:40:03 PM
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.

Quote
+1, since it's pretty rare and basically only comes up to warn players of unusual content
Not 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.

If player does not bother with delivery missions, the Pathers or the rare distress call are the only times player gets hailed.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Histidine on December 12, 2018, 10:18:06 PM
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.)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Bunshichi Tawara on December 13, 2018, 03:29:35 AM
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.)

your joking right?, if this ain't a joke then I'm speechless. In a game where you are required to read for any context, speechless.  xD
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SCC on December 13, 2018, 04:36:13 AM
I typically don't bother with reading what does the encounter text say, since a) I know in advance if the fleet in question is hostile, b) in the case it's hostile, unless it's pathers, comm link option is useless. When I encounter pathers, patrols, distress signals and other things like that, I go straight to the comm link.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cosmitz on December 13, 2018, 05:05:30 AM
Man, we have multiple major forum users who've never noticed the hail message? The notion just feels wild to me.

.... *raises hand*. >.>

I think it comes down to the fact that we've been skipping through them so often after years and years now and 90% of the time it's combat anyway, that we just don't really read them anymore.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Thaago on December 13, 2018, 02:15:40 PM
Man, we have multiple major forum users who've never noticed the hail message? The notion just feels wild to me.

...

I'm guilty as well, though I do know about pather comms so will contact them to pay if I think I can't take them.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Vulpes on December 14, 2018, 08:25:17 AM
Liking the update so far, but one thing has me confused: The Orbital Works upgrade description is almost identical to Heavy Industry in every way (maintenance, demands, production), with the exception of a small piece of text saying there's an orbital module.  I'm not really sure what it's supposed to do- or if it's actually bugged in some way.

Edit- The upkeep value shown when selecting a new industry to build also seems off, showing the actual value as base value and an inflated one in the column.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SCC on December 14, 2018, 08:30:12 AM
It produces 1 "Ship Hulls and Weapons" commodity more and it adds 20% to your colonies' ship quality.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Vulpes on December 14, 2018, 09:34:59 AM
It produces 1 "Ship Hulls and Weapons" commodity more and it adds 20% to your colonies' ship quality.

Makes sense! Looks like there's a problem with the description, or I'm just blind .-.

https://imgur.com/a/lRoar3y
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on December 14, 2018, 04:05:28 PM
Did a dirty trick today.

Went to the pirate station called something Starworks in a League system to raid it (for Falcon (P) blueprint).  Problem, I brought too many marines.  (72% lowers stability by -3, which too much because I do not want to decivilize the market).  Then I decided to space my marines in cyro pods to lower my attack rating.  Now at 42%, raid only knocks out stability by -1.  I proceed with raid.  I did not get a blueprint, but got a hullmod I wanted (Resistant Flux Conduits), then I picked up the marines I spaced and went on my way (to a time-sensitive event).
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: arwan on December 15, 2018, 06:27:59 AM
oh the fleets hailing you.. im sure i have seen it.. but it did not register that i should talk to them. since weh have never really had any options to avoid combat with anyone who wanted to fight us.. except the LP, if your willing to sell them a kidney. might want to consider a new part for the tutorial. as well as has been sugested before. either forcing you to make a choice before combat. and or also flashing lights... and different button colors.

/office space

like if we could get fireworks coming out of our monitors that would be great.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on December 15, 2018, 08:42:29 AM
The only people worth taking hails from are distress calls, and that happens rarely even if you investigate them.  (Usually, you get derelicts with loot or pirates.)  Everyone else is basically "your money or your life", and my fleet just steps on them.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cosmitz on December 15, 2018, 12:15:53 PM
Speaking of comms...

(https://i.imgur.com/l3gtS1h.png)


I don't remember any shipment of luxury goods, but i think i remember cancelling one or two of them overall.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Inventor Raccoon on December 15, 2018, 02:48:30 PM
I believe that's what happens if you accept a delivery mission bar event and don't complete it.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: StahnAileron on December 16, 2018, 08:58:18 AM
Is there a bug with EXP and doing a post-battle chase fight? I've gotten into some very large battles recently (fleet can take on some endurance fights now). For the battles that are one-shot, I get the EXP I expect, more or less. However, I realize that for any fights that I do a chase fight with, the EXP is practically non-existent, even for officers that are like level 5 and participated in the main fight for the entire thing. (Eating through sixty-some ships should level-up a low-level officer.)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on December 16, 2018, 09:12:07 AM
Hmm, let me make a note about the XP - could very well be a bug, thank you!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SCC on December 17, 2018, 03:56:03 AM
Alex, can you make devastator not spawn on stations at all? I've had my ship sprayed with their point defence way too many times already. They have too much range for their own good.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: RawCode on December 17, 2018, 04:17:10 AM
weightless items, like AI cores, nanoforges, survey data and blueprints still get lost on ship destruction.
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) with 5 beta cores, half gamma cores and entire collection of survey data.
nanoforge survived this time, still.
"normal" cargo also lost, but unlike rare drops, can be recovered at any station.

flagship intact, just stupid pirates swarmed cargo ship with entire deathball ignoring combat ships, it's so hard to befriend pirates.

Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SCC on December 17, 2018, 04:31:05 AM
weightless items, like AI cores, nanoforges, survey data and blueprints still get lost on ship destruction.
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)
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: RawCode on December 17, 2018, 05:31:19 AM
probably chase, probably not, still, there is no way to change mind and deploy only combat ready ships.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on December 17, 2018, 03:14:56 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on December 17, 2018, 03:21:17 PM
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.

Made a note, thank you!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on December 17, 2018, 03:42:05 PM
@ Alex:  Not sure if this is a bug, but I noticed (after poking through game files) Persean League fleet commanders only have Officer Management skill like Pirates and Pathers, and not all four skills the other major factions have.  I am not sure if this is a cut-and-paste error or deliberate design decision.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on December 17, 2018, 03:42:43 PM
Not a bug, but yeah, thank you - it's good to double-check.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: StahnAileron on December 17, 2018, 07:32:56 PM
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?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on December 17, 2018, 07:57:23 PM
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?

Correct! Thank you, already fixed this up for the .1 release :)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: RawCode on December 17, 2018, 09:37:14 PM
is lack of automatic emergency burn on disengage by design?

trying to keep pirates "happy" is quite difficult, especially when they attack again after disengage, especially noticable if multiple small stacks neaby and chain attack.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Hazard on December 24, 2018, 02:00:34 AM
This might be a dumb question, but is the colony/market screen the only place where you can see sector-wide commodity price information?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Malamo999 on December 24, 2018, 08:44:37 AM
I 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 :)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cosmitz on December 24, 2018, 12:23:17 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on December 24, 2018, 01:28:00 PM
Spoiler
Don'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"
Spoiler
(https://i.imgur.com/UMG8zyy.png)
[close]
2. Description of the level 2 for the Sensors ability: Should be "effectiveness"
Spoiler
(https://i.imgur.com/ZRA30b6.jpg)
[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 sense
Spoiler
(https://i.imgur.com/JoDhWzj.png)
[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/j2OODsK.jpg)
[close]
5. Description of the Shipping Disruption colony condition, should be "levels"
Spoiler
(https://i.imgur.com/nxBEr81.jpg)
[close]
[close]

Thank you! Fixed up the typos; the other stuff is on my list.

Spoiler
I 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]

Thank you - fixed up these typos/assorted things, too! "Primary" is a shorthand way of saying "primary star", you can generally omit "star" from that, btw. E.G. "A planet orbiting a yellow primary ..." etc works.

Merry Christmas and happy holidays to you as well :)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: RawCode on December 24, 2018, 11:12:41 PM
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.

press f1 on item when inside telecom array range, then navigate around.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Hazard on December 25, 2018, 01:27:04 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cosmitz on December 25, 2018, 03:50:47 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on December 25, 2018, 10:11:49 AM
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.

Let me replace "dealt by" by "taken from", that should clear it up considerably.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Sendrien on December 25, 2018, 01:34:57 PM
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!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on December 25, 2018, 09:13:30 PM
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.

Thank you! Really happy to hear that, it's hard to know ahead of time whether what I'm going for will match up with what you're hoping for, you know? Like it can be the same words on paper but still quite different in our respective imaginations, if that makes sense.

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?

Pretty much, yeah - the idea is that exploration is sort of what you do to build up into colonies and the end-game (some parts of both of the latter are still missing). There's definitely some room to do some more with making certain systems relevant again and so on, but probably not something like simply re-populating them with the same kinds of things they had to begin with. To me, respawning stuff like that would cheapen the feel of exploration on the first go-around.

Happy holidays!

Thank you, you too!

And Happy Holidays to everyone else, as well :)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Stormking on December 26, 2018, 12:46:09 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: TaLaR on December 26, 2018, 01:14:59 AM
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.

Simply drowning them in dakka via IPDAI IR Pulse Conquest or Onslaught packed with tons of dual flak works too. Just don't expect any puny cruiser or other lesser ship to do a capital's job.
Also, Devastator is a weapon specifically designed to clear concentrated fighter swarms.

So there should be a way to control the deployment point limit
There is. Default is 300 and can be increased to 500 via options. You can set more in config files too.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cosmitz on December 26, 2018, 03:08:28 AM
Dominators do poorly when skilled up due to the recoil and precision buffs making it shoot very 'straight'.

However, the utterly best PD in the game which can almost never be used properly is the Proximity Charges. There aren't many ships with medium+ synergy slots, as in, turret missile slots, but those that gave them can do great with Charges. A single charge has the AOE and damage to erase a whole wing from the map. Not even Dominators can do it that quickly. Ammo is still a problem but given its effectiveness, it's worth it.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Originem on December 26, 2018, 07:21:21 AM
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...
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on December 26, 2018, 09:25:38 AM
Appreciate your feedback!

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.

It's hard to say without knowing what you're looking at - is it a 1-1 type situation, or a fleet situation? Fleets in general can counter fighters, but it takes giving good anti-fighter capability to a bunch of ships.

Flak actually isn't very good vs most fighters; PD in general is good for anti-missile, but anti-fighter is a different beast. In particular, PD that does kinetic or frag damage is really hampered even by fighter-level armor. Stuff like Phase Lances, Tactical lasers, or even Light Assault Guns is likely going to be more effective. Locusts are great, too. And the Doom - while unique in that - is about as close to a hard counter as it gets.


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.

(Right, there's battle size in settings, as someone mentioned. Basically, the bigger side gets the bigger chunk of it to deploy stuff.)

I don't think it's possible for inputs to get dropped - well, I guess anything is possible, but it's definitely coded in a way that should avoid that, and I haven't seen it myself in low-FPS situations.

Is it possible you're holding down too many keys at once? For example, if you're holding A, S, and ... let's say X, or another nearby key, chances are your keyboard is only going to be capable of registering at most two of those presses. That's just a physical wiring limitation on most keyboards. If anyone else is seeing input be dropped, I'd be interested in hearing about it.


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.

I've got a TODO item to look at it! In the meantime, you could deploy some stuff, lose it, and then retreat - not a particularly elegant workaround, but it's there.


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.

Tweaking/tweaked a number of things here. For the time being, though - if you don't build up a colony beyond a spaceport, I think you should be able to have a hidey-hole that doesn't get harassed - it might not even have positive population growth, but even if it gained a couple of size points, I'm not sure it'd get to the point of being noticed.



WHERE IS 0.9.1 OTL

As I mentioned a bit back, I got sidetracked by some hardware issues, plus there's just a lot to do for .1, but: back up and running, and making progress :) Maybe I should post up some in-dev patch notes... hmm.

(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?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Originem on December 26, 2018, 06:13:16 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Volfgarix on December 27, 2018, 05:44:25 AM
Looks like "Random Battle" mission doesn't roll Shrike at all.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cosmitz on December 27, 2018, 06:08:46 AM
Looks like "Random Battle" mission doesn't roll Shrike at all.

I don't think it's in the pool of ships to choose from. To be fair, i think we could use a 'freeplay' mode similar to the Simulator but scanning and using all the variants, mod or not, availible and allowing refitting.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Grievous69 on December 27, 2018, 06:38:34 AM
I actually used this quote in one of my posts:
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.

As you can see this was way before and since then, similar suggestions have appeared but I don't recall Alex saying his opinion on this topic. Honestly, I understand it's not a big deal but maybe after 1.0 gets released, such a feature would help new players since imo knowledge is the biggest factor here. Having a place to test out how useful a ship is with certain skills before doing that in campaign and finding out too late makes a world of difference.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: TaLaR on December 27, 2018, 07:15:51 AM
It's easy enough to edit mission definitions to add ships for testing. But having test setup by default would be convenient.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on December 28, 2018, 01:37:59 PM
Question:  Does the condition "Recent Unrest" disappear after it is acquired?  I have seen that even after the penalty decays to -0.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on December 28, 2018, 03:30:54 PM
Question:  Does the condition "Recent Unrest" disappear after it is acquired?  I have seen that even after the penalty decays to -0.

I seem to recall fixing this for .1 - yep, looks like I did, yeah.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Spess Mahren on December 30, 2018, 02:42:51 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on December 30, 2018, 03:08:27 PM
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.

Hmm, I don't remember saying this; if I did, I must've misspoken.

What happens (well, not any more) is if you have a large ongoing project (such as a battleship) that exceeds the monthly capacity, the monthly production gets applied towards it. Back when this probably came up, the production cost would be deducted in one lump some on project completion, which might explain what you're remembering. Now - in the current release - this ongoing costs gets deducted monthly, to make it clear what's happening.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Originem on January 01, 2019, 08:29:30 AM
The problem caused by designType id = name;
(https://i.imgur.com/glHgVTh.png)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on January 01, 2019, 10:48:39 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Originem on January 02, 2019, 01:58:41 AM
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.
There seems to be many Misc.ucFirst() that our transaltion couldn't get access to.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Histidine on January 02, 2019, 05:31:49 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: RawCode on January 02, 2019, 07:33:43 AM
as far as i noticed, AI do not need any income to be "alive", in my latest game, diktat got -300k++ on each colony without any side effects.

multiple other colonies had similar issues and only tritach got +500k from drugs.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on January 02, 2019, 12:54:50 PM
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.

(Hmm, looks like those specific ones are just straight up strings in a class.)


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.

It's up to 25%. The upkeep bonus from beta cores is reduced to 25%, btw.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: grinningsphinx on January 03, 2019, 01:49:21 PM
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.

cant you just press F1 when your hovering over the commodity? Be in range of a com sat and it should pull up prices.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: grinningsphinx on January 03, 2019, 01:53:45 PM
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.





Always focus on building up defences first... Orbital satellite to star fortess, nano forges in your production, high patrol, getting your fleet skill maxed,  using admins that have fleet bonuses.  It costs you some money in the short term, but its better then baby sitting.   Also, the ship, fighter and weapons blueprints you  know have a direct link to your patrol and station effectiveness...there is a some real good reason to have a good set of blueprints before starting up colonies.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Hazard on January 03, 2019, 02:39:21 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: grinningsphinx on January 03, 2019, 07:33:42 PM
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.

Ah, roger that.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: grinningsphinx on January 03, 2019, 07:36:43 PM
Will there be any changes to permanent debuffs like Decivilized?  Any dynamic planet modifiers coming online?  Will there ever be terraforming?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Shoat on January 06, 2019, 07:22:44 AM
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?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: CrashToDesktop on January 06, 2019, 07:35:39 AM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: TaLaR on January 06, 2019, 08:30:33 AM
But Decivilized is a mostly positive effect. Gives you a growth bonus. Why would you want it gone?

It's dwarfed by growth incentives. But -25% habitability always hurts.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: RawCode on January 06, 2019, 09:07:53 AM
pollution and decivilized can permanently cripple world, if AI managed to bomb it, as +50 hazard hurts.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on January 06, 2019, 10:25:58 AM
Decivilized simply hurts!

If I see Decivilized on a world I plan to colonize permanently, I will use Birdy's trick to build colony, immediately abandon it to remove Decivilized, then rebuild colony for a clean world without Decivilized.

If I colonize it temporarily because of tech mine or simply need a waystation to draw fuel and supplies from, I leave Decivilized alone since I will abandon it eventually.  Even so, population bonus is annoying when I do not want it to grow.

Decivilized penalties are not worth it for permanent colonies.  -2 stability means it is too hard to maintain 10 stability without bonus from Planetary Operations 3 or unused colony slots (meaning no Free Port), and +25% hazard adds a big bite to upkeep.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cosmitz on January 08, 2019, 05:06:46 AM
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?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on January 08, 2019, 09:31:37 AM
I mean, streaming software has quite an impact, so I can't say anything about what'd be expected or not. Does look like a pretty large battle with lots of fighters, though; how much of the battle size was used/what's your battle size set to?
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cosmitz on January 08, 2019, 11:08:00 AM
Starsector defaults, i'm almost as baseline control of a player as you can have. :) As to streaming, i max out the FPS on the regular, plus it's NVENC hardware encoding on the GPU side, not the CPU.

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).
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on January 08, 2019, 04:33:47 PM
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).

The settings are in the registry, so they carry over from install to install, generally, unless the new version specifically says they don't.

What this means is 1) you probably did set it to 500 manually at some point, and 2) there's a bug where in 0.9a where the default is 200 where it should be 300.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: StahnAileron on January 09, 2019, 03:50:59 AM
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?

I believe the number of fighters/missiles in flight can have a dramatic effect on framerate belying the battle size. I'm on an i4770 with a decent GPU; when I start a fight with 4 Astrals (my forces), the framerate dips a bit when the fighters launch. It gets worse as opposing fighters come into play. And never mind the missile counts. (I have 2x of the large anti-fighter missile racks that fire 40-shot salvos per Astral.)

I've learned to live with it (especially in modded SS), though there was a mod that replaced missile and fighter effects with supposedly more efficient algorithms. No comment on the visual quality as said mod hasn't updated to 0.9a yet (last I checked.) I didn't know of it during the 0.8a era.

I would say avoid large fighter-count battles, but that's nearly impossible with larger fleets.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Cosmitz on January 09, 2019, 04:06:31 AM
The settings are in the registry, so they carry over from install to install, generally, unless the new version specifically says they don't.

That explains everything. Including the other computer which had SS at one point installed if i remember right.

Sorry for the bother. :P

Quote

I would say avoid large fighter-count battles, but that's nearly impossible with larger fleets.

Will reset battlesize to 300 and see how that goes.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: grinningsphinx on January 16, 2019, 10:47:49 AM
There needs to be some significant improvements on how the AI handles ships that are backed up against the edge of the screen...roughly 30% of battles come down to the player having to chase ships at the edge of the screen since player AI ships will never properly engage when ships are sitting along the edge.  Its just a constant move in, move back out thing, which shouldnt be happening.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on January 16, 2019, 12:21:44 PM
(Yeah, already made some tweaks for the .1 release.)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: SCC on January 16, 2019, 01:24:15 PM
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.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on January 16, 2019, 01:58:45 PM
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.

I don't remember, but I've also made them more pushy since the .9 release :)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on January 16, 2019, 02:00:18 PM
Probably to stop player from camping at corner with Onslaught then kill all enemies with no way for them to flank or surround player-controlled Onslaught.  Probably to mitigate cheese the player can do to AI with the corner or walls.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Originem on January 28, 2019, 03:01:50 AM
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;
    }
(https://i.imgur.com/CshzNav.png)


Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on January 28, 2019, 09:40:27 AM
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;
    }

Oh, oops - it was not reading the "name" field from the file at all; fixed!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: xenoargh on January 29, 2019, 11:16:43 AM
Any idea when we'll see 0.9.1?  I was hoping to be able to do a full review and release of the things I've got sitting on my computer at some point :)  Been busy working on a game of my own and a bunch of other stuff has been going on IRL, so I haven't been paying much attention these last two months, so I apologize if it's right around the corner, etc.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Alex on January 29, 2019, 11:37:45 AM
Soon(tm) - making good progress and all that, just a lot of stuff. Might actually post up some patch notes in the near future!
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: xenoargh on January 29, 2019, 11:39:21 AM
No problemo!  Sorry I haven't given much feedback lately, just been busy :)
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Igncom1 on February 04, 2019, 03:50:48 AM
I think this might be a spoiler, but I have to ask:

Spoiler
What is the deal with the cryosleeper ship? It was protected by a drone battleship that I have never seen before which was awesome! And it say's it'll give me a bonus to pop growth with some vague warning about side effects? It is a good thing to colonise around?
[close]

But it could be a mod thing, so I dunno.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: Megas on February 04, 2019, 05:49:50 AM
Sleeper ship and the Guardian can appear in a no-mod game.  All it does is unlock cryo-revival industry for population boost for that planet only.  Sort of like Aquaculture for food on water worlds.  Aside from that, it does not make the planet any better for colonization.  If the sleeper ship spawns next to a crappy planet (with 200+ hazard), it is still a bad planet to colonize.

Player does not need sleeper ship when max growth incentizes provide a gigantic chunk of growth.
Title: Re: Starsector 0.9a (Released) Patch Notes
Post by: JP on February 28, 2019, 01:43:21 AM
I first learned about Starfarersector through Totalbiscuit's coverage all those years ago. (May he rest in peace.)
Since then i have been reading dev blogs entries, patiently waiting for the colonizing feature.

Now that it arrived, i am blown away. All the wait was worth it. This is amazing.

Thank you so much for your passion, dedication and continuous work, Alex and David!