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

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Author Topic: Starsector 0.8a (Released) Patch Notes  (Read 639371 times)

Sy

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1245 on: April 26, 2017, 10:11:02 AM »

Is there a particular technique to using the Neutrino Detector? Every time I use it, the signals are either like "yeah, there's a planet in that direction" or obviously false.
planets and such show different signals though, static ones. only man-made objects (and false positives that don't have an actual source at all) do the flashing, ticking thing. as orost said, since false positives always stay in the same direction from your fleet rather than rotating around it (relative to your own movement), it's usually possible to check if something is real by moving perpendicular to the direction it indicates. although it can take quite some distance traveled to accurately tell what is real and what isn't, depending on how large and spread out the system is.
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Megas

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1246 on: April 26, 2017, 10:11:46 AM »

Quote
Yes, I sound vaguely annoyed because you clearly haven't bothered looking deeply into stuff other than "only shoot stuff if I get paid".
I admit it, you are right, because shooting things up is what I got the game for.  When Starsector first got skills, I loved it because then I could hot rod through speed and kill everyone like a classic shmup.  I do not care much about other stuff like trade unless they are much more rewarding than combat.  You know what?  I did not find food runs immediately in 0.65, but I found them eventually (because levelling via combat was slow at endgame and I did a food run on a whim), and when I saw how rewarding they were, I exploited them.
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Bishi

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1247 on: April 26, 2017, 12:06:36 PM »

In case no one mentioned it yet, autofit strips the built in cannons off the onslaught
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Alex

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1248 on: April 26, 2017, 12:13:20 PM »

If you grab the 2nd hotfix, that resolves the issue. Edit: but thank you :)
« Last Edit: April 26, 2017, 12:24:15 PM by Alex »
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Sy

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1249 on: April 26, 2017, 12:21:35 PM »

In case no one mentioned it yet, autofit strips the built in cannons off the onslaught
oh dear. o_o

"happy to report we're done fully outfitting your new battleship, sir! took out those giant cannons on the front as well, while we were at it. i'm guessing you didn't those? dunno who thought putting energy weapons on a flippin' Onslaught was acceptable behavior, honestly... awful, just awful. anyway, we took care of it, so no need to worry about it anymore!"
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Hiruma Kai

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1250 on: April 26, 2017, 12:27:17 PM »

I'm thinking it is not going to be possible to solo all end game enemy fleets.  Some fleets yes, but not all.  I feel even something like a solo Onslaught, Legion, or Paragon is going to have issues against a double Astral enemy fleet, or a double Legion.  

Also, the Electronic Warfare and Coordinated Maneuvers skills really reward deploying a full fleet. -20% to enemy range and +20% speed right from the start is good (just deploy 7 cruiser class vessels).  It helps fighters against PD and it helps cruisers outrange capitals.  And both stack with safety overrides or the ship-only skills.  They're not as impressive early game, but late game they are stronger than the Gunnery Implant skill or Helmsmanship skill.

The following is roughly what I did on my commission-less run to level 40, with some tweaks from hind sight.  I'm not saying its the definitive way or that you should play this way.  But it is one way and you can definitely still be flying around fast and blowing stuff up as the major gameplay.

1) Buy a destroyer (enforcer most likely), outfit cheaply, destroy some ships in Jangala until you can fill your fuel tanks (either buying or salvaging) and have sufficient supplies and crew, and maybe 15 machinery.

2) Go after a 40,000-ish bounty, come back to Sindaria.  Buy storage.  Dump all weapons into storage, plus excess if any supplies.  Buy fuel and supplies. Repeat.

A loss on this first outing can be painful, but after a few, you should have a buffer of a 50,000 credits or so.  Keep that on hand so you can re-buy a destroyer in the case of a loss.  Increase the buffer when you jump to Cruisers and then again to Capitals.

3) When possible grab multiple named bounties near each other, but even 1 generally pays for itself.  Salvage interesting ships (I took things like Drover, Medusa, Falcon, Eagle, Dominator, Heron, Mora, Onslaught, Astral, Legion, etc).  Restore them when able, or just shuck them into storage against future need.  I've got things like Scarabs and Hyperions sitting in my storage which I haven't played around with.

4) When you've got a bit of cash store the fleet, keep a couple destroyers in fleet, and do a loop of the inhabited worlds to hit all the planets to visit black markets and grab new officers.  Buy good weapons and maybe a ship you haven't salvaged.  Every time I saw a rare fighter LPC, I bought it as well.

Sure I lost a ship here or there, which set me back cash wise briefly, but my character was gaining experience the entire time, and I generally had enough of cash reserve I could just fly back and restore it.   I found the bounty fleet difficulties increased at about the right rate for me.

Supplies were not a big issue.  Fuel became an issue at some point as my fleet was getting towards end game size, mostly because of the return leg didn't have a fleet waiting to be blown up for its fuel.  At that point I decided to settle on Sindaria.

Leveling I did the following:
Technology first: +15% range, +10% OP, Navigation, Electronic warfare
Leadership second: 10 officers, +15% combat readiness for all, Fighter Doctrine, Coordinated Maneuvers
Combat last: +15% combat readiness, Defensive Systems, Level 2 into Helmsmanship (+10% speed) and Level 1 Evasive Action (+50% manuever).  
No industry.

Fleet composition: Roughly half carriers.  Half front line.  Maybe a dram or two depending on fuel consumption.
Between fighter doctrine 1, officers with Carrier command 1, and Rescue shuttles, crew losses are nothing on fighters.

Officers: Aim to train them all as full carrier pilots at the start.  Once you have 50% of your end game officer number as full carrier pilots (they have all 3 carrier skills at level 1 at least), fire excess partially trained carrier pilots, aim to train the rest as generic front line pilots.  Fire and hire new as needed.

My current level 40 fleet has as its flagship a safety override and hardened subsystem Aurora (which with all the skills and a full fleet deployment has a base speed of 180, and 305 with plasma jets, and 4 minutes of deployment time).  In addition, I have 5 Herons which get deployed every large battle (5 Broadswords, 5 Longbows, 5 Daggers), 3 Dominators, 1 Eagles, and an Onslaught.  Plus 4 Medusa for dealing with small fry fleets or chasing down ships which retreat.

Typical deployment is the 5 Herons, the Aurora, and a Dominator.  The Onslaught or Eagle come out depending on enemy fleet composition. Typically 155 supplies and provides the full 20% EW and Coordinated Maneuver benefits.  15 flights of fighters annihilate frigates and destroyers, and distracts cruisers and capitals nicely to let the Aurora flank.  The Aura can also chase down annoying kiting ships.  I can swap the Aurora for a Dominator, Onslaught or Eagle if its a particularly tough fight and I run out of endurance.  Without the omni to front shield hull mod, I do have some minor issues with phase ships, but fighters or the beam Eagle seems to help with them.

I've been facing bounty fleets in the 250,000 to 350,000 credit range with this, and other than losing a cruiser once every 10 or so fights because I over extend, I find it works rather well.
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Bishi

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1251 on: April 26, 2017, 01:27:55 PM »

If you grab the 2nd hotfix, that resolves the issue. Edit: but thank you :)

Ah sorry didn't notice there were two hotfixes that day, I just grabbed the first.
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icepick37

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1252 on: April 26, 2017, 01:30:37 PM »

Ahhhh so nice. I love this already and I'm not even out of the tutorial.

I can't wait to actually get out in the real world, though I'll think I'll probably make a do-over char since I irrevocably screwed up my current one by not paying attention to the "only one kind of character points now" thing. Which is entirely my own fault, mind. Makes perfect sense now.
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orost

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1253 on: April 26, 2017, 05:50:04 PM »

I have an Apogee armed with the Squall missile launcher and I've noticed that the AI is unusually incompetent at using it. It frequently wastes most of its ammo firing at targets that are out of range, or at frigates that are far too agile to hit with it.

(But overall, the combat AI in 0.8 has been incredibly impressive. Ships getting themselves killed for no reason used to be a blight on this game, and I don't think this has happened to me once in 0.8. Sometimes I don't deploy my flagship at all and just watch the AI work.)
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Sarissofoi

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1254 on: April 26, 2017, 06:52:16 PM »

Alex are you plan to implement more detailed combat losses after battle? Mostly about fighters.
Like how many fighters get destroyed, how many unmanned drones, how many pilots died. It would help with managing fighter fleet.

Also small question.
What cause some defeated enemy ships to become derelict and drift after battle(still possible to check and scavenge) or drift inside debris field(still able to scavenge if check field) instead of being able to scavenge after battle?
Also can we  have some hope for getting more detailed info about scavenging debris fields?
I did not notice any difference in text that mention amount  or risk and it can wary from plenty to none.

Kirschbra

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1255 on: April 26, 2017, 07:55:57 PM »

First off, I LOVE THIS! just a couple hours into the new patch.  But I gotta report a bug, game loaded and I'm in pause mode basically, musics pllaying I try to dock or move or do anything and game crashes to desk top, my fleet appears to move just a skoch before it crashes to desk top

oh well new game, and I believe I'm running the second hot fix version I just downloaded it last night
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Absolutecero

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1256 on: April 26, 2017, 08:04:47 PM »

Hey could I gets some help? I'm having trouble  getting fighters to do what I want how do I get them to attack who I want or stay and guard the carrier.
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Deshara

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1257 on: April 26, 2017, 08:06:12 PM »

Alex are you plan to implement more detailed combat losses after battle? Mostly about fighters.
Like how many fighters get destroyed, how many unmanned drones, how many pilots died. It would help with managing fighter fleet.

Also small question.
What cause some defeated enemy ships to become derelict and drift after battle(still possible to check and scavenge) or drift inside debris field(still able to scavenge if check field) instead of being able to scavenge after battle?
Also can we  have some hope for getting more detailed info about scavenging debris fields?
I did not notice any difference in text that mention amount  or risk and it can wary from plenty to none.

Re: small questions
A) luck. There's a passive chance for all ships to be recoverable (15%? correct me plz), some officer skills or hullmods can make it %100 for certain ships
B) Not feasible with the current system. The way salvaging fields works is you don't know what's out there unless you go out and physically collect it and see what's there, which is the pull you get. You can do it multiple times but the haul is substantially smaller every time. You will never find a ship salvaging a debris field-- ship recovery and debris salvaging are two different things that are only done the same in the aftermath of a battle you're involved in, because all the debris is still there in the fighting area and hasn't had time to scatter. If there's a ship to be gotten from the battle that produced a debris field, it'll show up separately as a derelict.
C) The game doesn't currently tell you what the risk is but meeting the machinery requirement makes a salvage op safer (cost less). You can salvage without heavy machinery but doing so will likely cost you crew, or at least more so than doing it safely does. If you NEED what was dropped in a debris field then you can still try to recover it without machinery but it's less cost effective
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Baqar79

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1258 on: April 26, 2017, 08:09:51 PM »

Really like the new star types out in the RNG universe.  The Neutron stars with their jets that blast you across the map (unless you shelter behind a planet and wait for the jet to pass) is pretty cool.  :)

I've just noticed though that stars labeled "White dwarf" can include F-class stars as well as the Stellar remnants of low-mass stars.  Just a simple title description change for F-class stars would probably be fine here (Maybe just "White Star" or "Yellow-White Dwarf" instead of "White Dwarf").

I also noticed G class stars seems to all be called G2 (Same as our sun).  I guess you don't want the added complexity of sub-classifications for each star, so why not just call them all G class stars? :D

While playing Elite dangerous, I got recommended reading through this short guide here to stellar classifications (It's only 5 pages long, and you will start to know what some astronomer means when they Say a star is a M2 V, or M8 Ib):
http://evildrganymede.net/rpg/world/stellarevol.pdf

I'm not sure if it was too clear in the guide, but the number after the classification (eg G0, G9) generally relates to the effective temperature; with 0 being the hottest and 9 being the coolest.  So if we just look at main sequence, we would have something like the temperatures of F8 > F9 > G0 > G1 > G2 >....G9 > K0 > K1 and so on. 

Of the main sequence O/B/A/F/G/K/M stars, it seems A & B don't seem to be in the game.

Perhaps white stars (F-class) should cover both A & F types.  When generating the universe, perhaps swap in the description for F-class stars for the smallest generated white stars and A-class descriptions for larger ones?

Same for blue stars (O-class); perhaps have the smallest blue stars generated become B-class, the larger ones O-class and the huge ones could be O and B supergiants. 

For main sequence sizes I think generally O > B > A > F > G > K > M so if your generating a M-class star that isn't a sub-giant/giant/super giant/hyper giant; it shouldn't be bigger than a K-type star in general.

Wikipedia's reference chart shows how radius, mass and temperature change to affect a stars classification:
https://en.wikipedia.org/wiki/Stellar_classification#Harvard_spectral_classification

On a similar note, I've noticed that the Neutron star cores seem to be larger than the white dwarf ones.  They're pretty easy to tell apart because of the jets, but it would be nice if they actually were a little smaller visually.  I understand scale doesn't even enter into the equation, without changing everything in game, but perhaps the neutron star could be shrunk a little so that it appears smaller than a white dwarf without actually changing gameplay too much?
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Deshara

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1259 on: April 26, 2017, 08:10:10 PM »

Hey could I gets some help? I'm having trouble  getting fighters to do what I want how do I get them to attack who I want or stay and guard the carrier.

Z by default toggles fighters from engage to regroup and vice versa, fighters on regroup can and will use long-ranged weaponry to fire on ships in close range to their carrier but largely they won't engage, and are instead using the carrier to protect themselves while they wait to be given the attack order.
As for the way the attack order works, when you toggle engage the fighters "lock on" to whoever you're targeting when you hit the button, and won't change lock until their target is dead or you order them to regroup. So if you want to attack an enemy you hit R on them to target that enemy, then hit z to issue an engage order. If you want to tell them to stop attacking an enemy and attack another you change targets and then press z twice to order them to regroup (stop attacking) and attack their new target.
If you target a friendly ship and order engage they'll escort that ship but I don't know a specific way to give fighters an escort-mothership order aside from just controlling them like a weapon using the engage order
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