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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 639457 times)

CrashToDesktop

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #660 on: April 16, 2017, 08:33:24 AM »

So, not sure if it's been answered anywhere, but what happens to the fighters if their home carrier gets destroyed?  It feels logical that the fighters would continue to engage with the last target that the carrier had until destruction, though not sure if it works that way.
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Sy

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #661 on: April 16, 2017, 08:43:46 AM »

So, not sure if it's been answered anywhere, but what happens to the fighters if their home carrier gets destroyed?  It feels logical that the fighters would continue to engage with the last target that the carrier had until destruction, though not sure if it works that way.
they'll stick around to fight for a bit, then retreat off the borders of the map.
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CrashToDesktop

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #662 on: April 16, 2017, 08:47:25 PM »

Ok, makes sense I suppose.

As a side note:
https://twitter.com/amosolov/status/853794425440481280
Damnit Alex, my finals are coming up.
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I am officially an epoch.
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Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

PCCL

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #663 on: April 16, 2017, 09:10:18 PM »

same :(

wai u do dis alex
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mmm.... tartiflette

Tartiflette

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #665 on: April 17, 2017, 10:15:55 AM »

Don't get too excited, I remember one time the RC had a very bad issue that pushed back the release a couple weeks.
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Dri

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #666 on: April 17, 2017, 11:12:43 AM »

Damn Tart, way to crush our hopes and dreams. We're all dying of thirst in a desert and you just said our oasis is really a mirage! :'(
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FooF

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #667 on: April 17, 2017, 11:42:50 AM »

Nah, he said the oasis was just over the next sand dune...

Guys, we've waited over a year. What's another week (or two)?
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ahrenjb

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #668 on: April 17, 2017, 01:19:58 PM »

Video games are for people who have finished their exams for good  :P . Post release (whenever that happens to be), I have regularly scheduled Starsector time ~7:30pm-11pm or so.

1-2 campaigns of vanilla, set it aside for a few months while the modding community catches up, and another cycle of campaigns while exploring all the new mechanics and how the mod makers have integrated them into their work. Then it's back to sporadic play while checking in on patch notes and blog posts waiting for the new update.

The game that keeps on giving, thanks mostly to Alex's undeniable perfectionism with each release cycle.
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SainnQ

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #669 on: April 17, 2017, 06:31:31 PM »

Don't get too excited, I remember one time the RC had a very bad issue that pushed back the release a couple weeks.

Christ Tart, just *** in our kellogs why don't you.
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Toxcity

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #670 on: April 17, 2017, 07:21:44 PM »

Were there any major changes made to the procgen between now and the most recent blog post? It would be nice to follow in Salvage Dave's footsteps and see how I fair.
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BillyRueben

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #671 on: April 18, 2017, 04:58:40 AM »

Are timid officers useful as carrier captains? Will they use their fighters and still manage to steer clear of combat, or will they cower in the corner with an escort?
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Alex

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #672 on: April 18, 2017, 09:03:24 AM »

Were there any major changes made to the procgen between now and the most recent blog post? It would be nice to follow in Salvage Dave's footsteps and see how I fair.

You mean, will the seed generate the same Sector? Not 100% sure - I *think* it should but can't promise that it will.

Are timid officers useful as carrier captains? Will they use their fighters and still manage to steer clear of combat, or will they cower in the corner with an escort?

It'll be the same as an Astral's or Condor's default behavior, more or less.
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Abradolf Lincler

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #673 on: April 18, 2017, 01:29:31 PM »

Does the Apogee have built in High resolution sensors/ Give a boost to a fleets sensor strength? What about the sensor drones/boost in weapon range? Is It still viable as a flagship?
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Gothars

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #674 on: April 18, 2017, 01:37:59 PM »

Does the Apogee have built in High resolution sensors/ Give a boost to a fleets sensor strength?
Yes. Also, it has the "Surveying Equipment" hullmod.

What about the sensor drones/boost in weapon range?

It has no drones anymore, it has double active flare launchers now.


Is It still viable as a flagship?

Sure, but I guess it is best for an exploration focused play stile now. As it should be.
« Last Edit: April 18, 2017, 01:41:14 PM by Gothars »
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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.
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