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Author Topic: Starsector 0.8a (Released) Patch Notes  (Read 641489 times)

Kirschbra

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1260 on: April 26, 2017, 08:21:19 PM »

ook update from there, start a new game after a clean install... and now it crashes inbetween the push 5 to get to that place and that place. right at the nebula/asteroid ring  did a fresh install again same issue.. so now I don't get to play the new update
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Alex

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1261 on: April 26, 2017, 09:02:56 PM »

ook update from there, start a new game after a clean install... and now it crashes inbetween the push 5 to get to that place and that place. right at the nebula/asteroid ring  did a fresh install again same issue.. so now I don't get to play the new update

Hmm - what's the error message? And what's at the end of the logfile? The last 100 lines or so would be good, you can find it in
C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\starsector.log

Edit: also, obligatory - have you tried rebooting & are your graphics drivers up-to-date?
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Voyager I

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1262 on: April 26, 2017, 09:55:31 PM »

I'm really enjoying having combat slowed back down with the skill reworks.  As a bit of a knock-on effect, it might make Phase ships a bit more reasonable; it's harder for them to instantly gib ships by themselves with less officer bonuses to damage output, and longer battles in general mean their limited endurance is more of a liability.

It also probably helps that they're much rarer opponents.  Given the number of basic combat rules they get to break, they work better as minibosses than something you are liable to encounter in every other Tri-Tachyon patrol.  I still don't like that the appropriate response to them is usually just to huddle in a ball until their CR runs down, though, because even if it works it's not fun or interesting gameplay.


Also, it's looking like the distinction between Pirate D vessels and regular D vessels is indeed causing quite a bit of confusion for the people who don't read the game forums.  I accept that weapon mounts can't be refurbished for technical reasons, but is there any similar barrier to just calling it a Wolf (P) instead or something, especially given that you have already done this for Pather ships?  On a similar note, is Destroyed Weapon Mounts on the table for random rolls?  Because if it is, I'd probably argue that it shouldn't be as long as it's irreparable damage.  If part of the purpose of the new salvage mechanics was to improve access and retention of rare ships, having a chance to have them be randomly crippled runs counter to that design without adding meaningful amounts of depth to the salvage system.

Refurbishment costs also seem excessive.  I understand that refurbishment is primarily meant to be a way to gain access to ships that can't be bought with money, but it doesn't need to anywhere near the current level of expense to accomplish that goal.  If a ship is readily available off the market, it doesn't matter how many times more expensive it is to have it refurbished; as soon as buying a new one becomes the cheaper option, that's what will be preferred.  Paying six figures to have a Tempest rebuilt is...harsh.

If anything, I'd probably want to see the price for having a single D-mod removed at somewhat less than the price of buying a new hull.  This still leaves refurbishment the more expensive option for the vast majority of ships you recover from enemies because they are usually going to be in worse shape, but it provides a mechanism for players who aren't running junk fleets to keep their ships in peak condition without constantly replacing their damaged ships with new hulls (or mashing F5), and maybe helps them feel a bit more connected to the ships in their fleets.
« Last Edit: April 26, 2017, 10:16:46 PM by Voyager I »
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Vind

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1263 on: April 26, 2017, 11:50:56 PM »

Slower combat lead to CR won battles as AI very indecisive even with bigger fleet. Then you solo cant force AI to fight (they just retreat and reblob moving another ship forward) and your AI "steady" allies poor cowards unable to kill anything if they not pilot some burn drive ship like onslaught. Picking apart CR 0 AI ships is not fun either. In this light strike craft reign supreme as fighters/bombers wont back down and just attack and attack until target is dead.
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Sarissofoi

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1264 on: April 27, 2017, 12:26:14 AM »

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
I think we misunderstood each other.
Let me tell it in other way.
I fight enemy fleet and win.
Some of enemy ships are available to salvage after battle. From the after battle menu.
Then there is a debris field and sometimes there are derelict ships spawned from defeated fleet(and maybe even destroyed ones from victorious one) that you can catch and salvage.
Then you can check debris field and occasionally on this freshly spawned after battle debris field in menu when I scavenge from debris field sometimes there are  another ships from battle that can be salvaged.
So I am interested is why there is three ways to find and salvage ships from one battle. I think it make sense as probably the ships that player can easily scavenge after battle(from battle menu) are the ones close and easy to salvage. Then there are some more damaged and drifted away that can be problematic to salvage if there is not time to look for them or there is enemy close and hostile.
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Refurbishment costs also seem excessive.  I understand that refurbishment is primarily meant to be a way to gain access to ships that can't be bought with money, but it doesn't need to anywhere near the current level of expense to accomplish that goal.  If a ship is readily available off the market, it doesn't matter how many times more expensive it is to have it refurbished; as soon as buying a new one becomes the cheaper option, that's what will be preferred.  Paying six figures to have a Tempest rebuilt is...harsh.

Well considering that ships in SS come from fully automatic shipyards that people do not really know how to work it make sense. To produce new Tempest you just put resources on one side and on the other you get ship.
On the other hand you get damaged one and to fix it you need guys who knows what they are doing, probably more time and specific components.
Its like modern electronics - its mostly cheaper and faster to buy new one than fix used - especially if you do not know how exactly it work.

Gothars

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1265 on: April 27, 2017, 02:40:41 AM »

Small thing, shouldn't (at least the initial) "capture" assignment for sensor jammers etc. be called "deploy"?
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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.

SCC

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1266 on: April 27, 2017, 02:43:47 AM »

https://gfycat.com/LivePracticalJenny 10/10 GOTY - Auraknight
Also damn you Alex, I have circa 2 milions moneys and still don't want to stop exploring. It's fun choosing mainly freighters and small escort instead of war fleet because otherwise you won't make it back.

SainnQ

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1267 on: April 27, 2017, 04:23:00 AM »

Are we no longer allowed to use Java 8 and the Out of Memory vpparams setup with 0.8a?

I've got quite a few mods loaded. And I'm getting a out of memory error.
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Sy

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1268 on: April 27, 2017, 06:15:26 AM »

Small thing, shouldn't (at least the initial) "capture" assignment for sensor jammers etc. be called "deploy"?
calling the initial one "deploy" could be nice, yeah. after that it should really be "capture" though, since that word is kinda key to communicating to (new) players how the related gameplay works. "go here / send units here and wait until capture-point progress bar fills green" is a pretty common mechanic in various games.
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Megas

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1269 on: April 27, 2017, 06:37:24 AM »

Capture is more accurate.  Lore may say we deploy, but that is a weak excuse to what is really happening - go to some magic spot with a ghost gizmo that everyone can see and capture it!

If we are really deploying, it makes the best sense to drop it where your ships spawn, then maybe remove it and take it to where your deathball hangs out and drop it back down there later.
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Gothars

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1270 on: April 27, 2017, 06:52:30 AM »

Capture is more accurate.  Lore may say we deploy, but that is a weak excuse to what is really happening - go to some magic spot with a ghost gizmo that everyone can see and capture it!

If we are really deploying, it makes the best sense to drop it where your ships spawn, then maybe remove it and take it to where your deathball hangs out and drop it back down there later.

No, that doesn't work, because that place hasn't the right hyper wave interference pattern/phase point density distribution/feng shui/aura/forthcoming personality.
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The game was completed 8 years ago and we get a free expansion every year.

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Megas

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1271 on: April 27, 2017, 07:00:19 AM »

In other words, annoying technobabble.  We really are just capturing a magic thing.
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Sy

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1272 on: April 27, 2017, 07:29:24 AM »

We really are just capturing a magic thing.
no, we are deploying a magic thing. :P
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Megas

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1273 on: April 27, 2017, 07:30:19 AM »

That is what the game says, but it does not feel like it.
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Sy

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1274 on: April 27, 2017, 07:51:46 AM »

yeah, i do agree on that. maybe if the first time a point is captured, there's a quick animation of a magic thing buoy/jammer/relay unfolding? presumably as it just got first calibrated ( = progress bar) and then deployed ( = captured) by whichever ship sits on the capture-point.
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