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Author Topic: Starsector 0.7.1a (Released) Patch Notes  (Read 291563 times)

Alex

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #225 on: December 05, 2015, 10:20:21 AM »

Anyone else having problems getting paid for bounties?   I've hunted down quite a few and either get nothing or a fraction of the posted listing.

I'm running a commission from Hegemony.  I did one for Luddic (0/100) and got nadda.  I did several for Hegemony and I'm getting 1500 - 2700 credits.  All of these should have been easy 20k hunts. 


It's turning out to not be an easy go of it as a bounty hunter.  In one go at it I had 2 20k hunts in PS.  I figure from Corvus I can make it if I buy up what supplies I could with the 3300 I have and the little I have from pirate hunting at the start.  I set out with ~80 supplies and plenty of fuel.  Between the two bounties some needed repairs and the trip to EE I ended up with no supplies and about 8700 credits.  Well short of the 40k I was expecting.  Those help wanted signs need to come with the disclaimer that you might not get paid in full  ::)

It's a bug. Hotfix soon.
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Cinth

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #226 on: December 05, 2015, 10:23:53 AM »

It's a bug. Hotfix soon.

I got a can of Raid, if it'll help  :D
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Alex

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #227 on: December 05, 2015, 10:26:03 AM »

... with the number of hotfixes I've had to do for this seemingly minor release, I won't say no.
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nomadic_leader

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #228 on: December 05, 2015, 10:36:45 AM »

RE: OSX directories. Oops, maybe mods should be stored separately for each user account, since they sometimes have .json settings files that you are intended to edit (like common rader key bindings etc) which different users would have different prefs for.

and hmm, actually it would also be good if the settings from settings.json in java/settings/config  that CANNOT be changed by mods were parceled out to another file and stored separately for each user account. Anything user would normally modify basically should be stored in user specific places so multiple users of starsector on the computer don't get into fights about changing each others settings :)
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Cinth

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #229 on: December 05, 2015, 10:58:40 AM »

... with the number of hotfixes I've had to do for this seemingly minor release, I won't say no.

If I know anything of programming, it is that nothing is ever as minor as it seems. 
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Gothars

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #230 on: December 05, 2015, 11:07:54 AM »

You make a fun game Alex:



Dodged it by 2 pixels. I had to take a breather for a minute after that...
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The game was completed 8 years ago and we get a free expansion every year.

Arranging holidays in an embrace with the Starsector is priceless.

Alex

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #231 on: December 05, 2015, 11:14:44 AM »

@Gothars: those close calls are always fun :)


Hotfix is up! Details of changes in the OP.
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Zhentar

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #232 on: December 05, 2015, 11:14:58 AM »

So crew casualty messages showing up again is nice, but my people are really bad at counting - they just estimated that about 10 of my 20 crew were lost in battle when only one actually was.

edit: Oh hey, look at those hotfix patch notes!
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Zaskow

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #233 on: December 05, 2015, 11:39:09 AM »

Thanks for patch! Testing...
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Alex

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #234 on: December 05, 2015, 12:08:00 PM »

Yay!  I love the update thus far; haven't gotten to play it much past reading the patch notes and taking a brief whirl, but it looks good.  I'll have my son try it later and see if Easy is Easy Enough but it definitely feels a lot better from here :)

I'd love to know how that goes!
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Psilous

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #235 on: December 05, 2015, 12:16:33 PM »

Yay!  I love the update thus far; haven't gotten to play it much past reading the patch notes and taking a brief whirl, but it looks good.  I'll have my son try it later and see if Easy is Easy Enough but it definitely feels a lot better from here :)

I'd love to know how that goes!

You do great work man! Thank you!
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Unfolder

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #236 on: December 05, 2015, 12:17:42 PM »

SS+, running a never ending gauntlet to catch vanilla
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Cik

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #237 on: December 05, 2015, 12:37:14 PM »

ANY DAY NOW
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Typo91

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #238 on: December 05, 2015, 12:49:34 PM »

Reports indicate that XXXXXX was killed in an incident unrelated to the bounty posting....


Right after i just killed the guy with my transponder on....  this is the 4th time i got denied payment i was owned over some meaningless technicality by whoever has all that money yet is too lazy and chicken to take action against the pirates themselves.


And yes i've triple checked it... transponder on... even an allied fleet nearby this time, but not in the fight.

Really killing my early game, trying to work up some credits.

(was using RC4... getting RC5 now gona try loading from my save i made, right before the bounty kill cause i thought i was going crazy or doing something wrong.)

*update... RC5 seems to work now... thankx Alex... on with the carnage!
« Last Edit: December 05, 2015, 01:28:08 PM by Typo91 »
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Alex

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #239 on: December 05, 2015, 12:54:17 PM »

Reports indicate that XXXXXX was killed in an incident unrelated to the bounty posting....


Right after i just killed the guy with my transponder on....  this is the 4th time i got jew'd out of my payday so far.


And yes i've triple checked it... transponder on... even an allied fleet nearby this time, but not in the fight.

Really killing my early game, trying to work up some credits.

There's a hotfix out for this, and also - language, please (bolded).
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