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Author Topic: Starsector 0.7.2a (Released) Patch Notes  (Read 357059 times)

Alex

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #420 on: March 02, 2016, 10:14:57 AM »

Aha - I was ending the interaction entirely before interacting with the fleet again and opening the comm link, that was the difference. Reproduced and fixed, thank you!
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David

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #421 on: March 02, 2016, 11:15:27 AM »

Hey David, what did you mean when you said that you're now working on ever so slightly larger ships? :o

Larger than just frigates, which the latest batch of new ships has been.
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Dri

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #422 on: March 02, 2016, 11:30:23 AM »

Oh, I thought it was something sneaky like an expansion to the variants system. Gotcha. :)
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Cycerin

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #423 on: March 02, 2016, 12:02:02 PM »

Hey David, what did you mean when you said that you're now working on ever so slightly larger ships? :o

Larger than just frigates, which the latest batch of new ships has been.

Hound the size of a cruiser, with an ACG that shoots fighter-sized shells pls
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Taverius

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #424 on: March 02, 2016, 09:00:03 PM »

No, that shoots Hounds.
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No faction is truly established without a themed Buffalo (TAG) variant.

ArkAngel

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #425 on: March 02, 2016, 09:38:04 PM »

Wow, am I extremely late to the update. I've played a bit, and good grief, the scarab easily handles a tempest. I'm almost wondering which would win in a fight, a hyperion, or a scarab.
It's truly a beast, able to fight 4-5 frigates by itself with relative ease.

I also, am in absolute love, with being able to hold orbits, or hide in asteroid belts. I got to recreate Gothar's ForeverHound Moments, albiet unintentionally at first.
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"Yes... Yes I -am- sending you, alone, unarmed, against the might of the Hegemony defense fleet.  Not to worry - watching how they obliterate your puny frigate will be most... enlightening.  I shall dissect their tactics and emerge victorious!  Any questions? Then get to your ship, you launch in 5."

SafariJohn

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #426 on: March 03, 2016, 08:31:04 AM »

Just noticed this, shouldn't the (A)uxiliary variant hulls say "This ship was on the Hegemony auxiliary list"? I'm not sure they would be selling it if it were still on the auxiliary list.
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Alex

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #427 on: March 03, 2016, 10:39:59 AM »

Another hotfix is up (-RC3), this one due to the infinite credits trade bug here:
http://fractalsoftworks.com/forum/index.php?topic=10765.0

Hopefully that's the last one.
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Baqar79

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #428 on: March 03, 2016, 12:22:35 PM »

I Noticed this on RC1, but after RC3 I have the same issue.  Running Windows 10 x64 the game refuses to start (It doesn't even get to the loading progress bar that precedes the title screen).

I got around this in RC1 (and now in RC3) by renaming the old jre folder in Starsector's directory; and copying the x64 jre (From java version 8, update 73) into the game directory and then it starts no problem.

It could be due to the fact that I never uninstalled the 0.7.1a release (I just renamed the folder prior to installing 0.7.2a).
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Alex

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #429 on: March 03, 2016, 12:25:15 PM »

IIRC others have run into this issue and it's resolved by running the game in Windows 7 compatibility mode. This seems like a windows 10 problem with running 32-bit applications.
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Baqar79

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #430 on: March 03, 2016, 01:18:28 PM »

I just tested this now with the old jre folder.

Windows 8, Windows 7, Windows Vista compatibility mode didn't work.

However Windows XP compatibility mode did work and I discovered this was because XP mode give the program Administrator rights to execute.

Simply running the game with Administrator mode without resorting to compatibility mode seems to work with the old jre folder on my machine.
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Alex

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #431 on: March 03, 2016, 01:19:56 PM »

Weird, but good to know. Windows 10 seems rather temperamental at the moment - this, more frequent driver issues, etc.
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Schwartz

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #432 on: March 03, 2016, 02:48:46 PM »

I found a weird AI thing that could be improved upon. When you're phased and float in front of some Dagger bombers, they'll fire their torpedos.

It makes sense to deny a phased ship a safe return to normal space by shooting regular guns at it, but precious torpedos seem like a waste - you'd have to actively work to make that even a threat to yourself. I could see this tactic as being nasty if the AI can tell you're about to overload, but with low flux and no pressure to decloak, they might as well be firing them off into space.
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Alex

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #433 on: March 03, 2016, 02:51:39 PM »

Thanks, noted - at the moment fighters treat all missiles as disposable, sort of a "better fire it now than not get any chance to do so later" attitude. Will probably look at fighter AI more closely at some point and address this sort of thing then.
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Alex

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #434 on: March 03, 2016, 06:49:32 PM »

Thanks - I'll keep an eye out for that. Sometimes what happens is they decide they're close enough to start the jump transition, but then the point moves and they have to catch up to actually jump. Doesn't make sense why that'd happen in hyperspace, though, so yeah, will definitely be on the lookout.
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