Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 15 16 [17] 18 19 ... 39

Author Topic: Starsector 0.7.1a (Released) Patch Notes  (Read 291571 times)

Dri

  • Admiral
  • *****
  • Posts: 1403
    • View Profile
Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #240 on: December 05, 2015, 01:10:08 PM »

Ya download the new hotfix. I didn't get this problem at all myself yesterday and I took out 8ish bounties. Wonder what caused it.
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23987
    • View Profile
Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #241 on: December 05, 2015, 01:11:00 PM »

Wonder what caused it.

Me fixing the bug where someone *else* taking out the bounty would give you the money if you engaged the remnants of the fleet afterwards :(
Logged

speeder

  • Captain
  • ****
  • Posts: 364
    • View Profile
Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #242 on: December 05, 2015, 01:16:57 PM »

I wonder if you ever had another release that needed that much hotfixes :P
Logged

Serenitis

  • Admiral
  • *****
  • Posts: 1458
    • View Profile
Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #243 on: December 05, 2015, 01:25:27 PM »

Did something other than hotfixing happen with RC5?
Because for the first time since I moved everything over to this machine I've had to put my key in to start SS.
Logged

Zoya

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #244 on: December 05, 2015, 01:25:36 PM »

Got a very annoying pirate related problem. Getting your rep with pirates up takes an incredibly long time, and can easily be set back by random pirates attacking you before you get up to neutral (you'll lose 2-3 rep no matter what you do if they catch you). That's fine, makes sense. But it takes a lot of time and effort to get to neutral and above.

.....And then you try to run a procurement mission, probably for the pirates faction itself, and a raiding party spawns as soon as you enter hyperspace and attacks you. If you run away, you only lose a few rep, whatever. But, if your fleet is too large/slow to flee, you have no choice but to fight them -- which counts as a hostile action on a non-hostile faction and you lose 50 rep. I had to reload a save from like 3 hours ago to undo that, because I hadn't been saving  :\
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23987
    • View Profile
Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #245 on: December 05, 2015, 01:32:05 PM »

Did something other than hotfixing happen with RC5?
Because for the first time since I moved everything over to this machine I've had to put my key in to start SS.

Strange, not sure what would cause that. The key is stored in the registry, and the only way this would happen is if the key from the registry failed to validate. But since you presumably entered the same key when it asked for it, and that validated fine... I did ban a couple of keys that were out in the wild, so to speak, but that shouldn't have affected anything with your key.

.....And then you try to run a procurement mission, probably for the pirates faction itself, and a raiding party spawns as soon as you enter hyperspace and attacks you. If you run away, you only lose a few rep, whatever. But, if your fleet is too large/slow to flee, you have no choice but to fight them -- which counts as a hostile action on a non-hostile faction and you lose 50 rep. I had to reload a save from like 3 hours ago to undo that, because I hadn't been saving  :\

Yeah, this is a bug on my list for 0.7.2a. Playing as pirates is just rough going - which I guess is part of the appeal, but it's also not a playtested path at the moment, so things like that tend to slip through.
Logged

Serenitis

  • Admiral
  • *****
  • Posts: 1458
    • View Profile
Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #246 on: December 05, 2015, 01:41:57 PM »

Weirdness.
One copypaste later and business as usual.

An idea for the future:
Presumably our Pirates will be pretty suspicious of folk wandering in and trying to be friends etc.
Maybe if they occaisionally offered missions to you via one of thier portmaster characters (or similar) to do something suitably piratey, and successful completion gives you no money but a decent little boost of rep. A test of character if you will.
If this could include "obtaining" a number of weapons then that would be nice.
« Last Edit: December 05, 2015, 01:44:08 PM by Serenitis »
Logged

moontan

  • Lieutenant
  • **
  • Posts: 65
    • View Profile
Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #247 on: December 05, 2015, 02:16:59 PM »

double post
« Last Edit: December 05, 2015, 02:22:37 PM by moontan »
Logged

moontan

  • Lieutenant
  • **
  • Posts: 65
    • View Profile
Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #248 on: December 05, 2015, 02:21:06 PM »

it's a great update.

but i find the game a little too easy.
i started a new game today.

after 4-5 hours, i had 100 000 credits accumulated.
i found 2 undamaged Wolf to purchase, a Shade,  2-3 Medusa and about 14 Tactical Lasers and a partridge in a pear tree.  ;)
and i haven't event explored Eos, Akadia, Vahlhalla or Hybrasil and Yma yet.

TT ships and weaponry should me much harder to find.
otherwise, there's no incentive to ally with the TT if the stuff is just laying all around the place.  :)
« Last Edit: December 05, 2015, 03:10:38 PM by moontan »
Logged

Blips

  • Commander
  • ***
  • Posts: 246
    • View Profile
Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #249 on: December 05, 2015, 02:23:53 PM »

Am I missing something or is there no system map that shows where the factions are.

I'm trying to buy some fancy ships and I have no idea where to go.
Logged

moontan

  • Lieutenant
  • **
  • Posts: 65
    • View Profile
Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #250 on: December 05, 2015, 02:26:05 PM »

Am I missing something or is there no system map that shows where the factions are.

I'm trying to buy some fancy ships and I have no idea where to go.

just check the Intel/Map and hover the cursor over a star
Logged

Gothars

  • Global Moderator
  • Admiral
  • *****
  • Posts: 4403
  • Eschewing obfuscatory verbosity.
    • View Profile
Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #251 on: December 05, 2015, 03:17:21 PM »

Mh, what is this thing about officers all being "Independent" when you hire them? If you are commissioned by a faction that is currently at war with the Indies and them hire one of their officers... that feels weird. They could just belong to the faction that owns the market you hire them on.

I wouldn't mind the Independents going back to being neutral with everybody and keeping out of faction politics.
Logged
The game was completed 8 years ago and we get a free expansion every year.

Arranging holidays in an embrace with the Starsector is priceless.

Typo91

  • Lieutenant
  • **
  • Posts: 61
    • View Profile
Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #252 on: December 05, 2015, 03:30:28 PM »

possible bug
50000 credit bounty posted is listed as 75000C on my intel screen...

Varda Lim by the tri-tachyon.

Bug?  am am neutral with tri-tachyon.

I can click the 75000 bounty and it reads 50000 credit at the top.
Logged

Megas

  • Admiral
  • *****
  • Posts: 12118
    • View Profile
Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #253 on: December 05, 2015, 03:44:12 PM »

Independent feels like a major faction that calls itself Independent (with Nortia as its capital) rather than a representation of the remaining non-political entities or those too small to be a faction.

The only faction that does not totally feel like a major faction is pirates, due to lack of commission.  Even then, they feel somewhat like an organized monolith because they have law enforcement (if they are non-hostile) among other common quirks.
Logged

Toxcity

  • Admiral
  • *****
  • Posts: 561
    • View Profile
Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #254 on: December 05, 2015, 03:47:41 PM »

Yes, Independents shouldn't be getting into wars with other factions, even if they offer commissions. Like Megas said, it makes them feel like a singular unified entity, rather than a number of small factions.
Logged
Pages: 1 ... 15 16 [17] 18 19 ... 39