Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 102 103 [104] 105 106 ... 116

Author Topic: Starsector 0.8a (Released) Patch Notes  (Read 641499 times)

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 24114
    • View Profile
Re: Starsector 0.8a (Released) Patch Notes
« Reply #1545 on: May 08, 2017, 04:45:42 PM »

Hmm, yeah, that's a point. I think it was more for general tidiness. Would need to look at the capacity-per-fuel ratio etc to make sure it didn't get out of line, though. Don't want them to outmatch larger freighters.
Logged

Gothars

  • Global Moderator
  • Admiral
  • *****
  • Posts: 4403
  • Eschewing obfuscatory verbosity.
    • View Profile
Re: Starsector 0.8a (Released) Patch Notes
« Reply #1546 on: May 08, 2017, 05:24:13 PM »

Did that before asking actually, even four Mercurys/Hermes are not even close to match the fuel/cargo capacity of their destroyer equivalents :)
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.

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 24114
    • View Profile
Re: Starsector 0.8a (Released) Patch Notes
« Reply #1547 on: May 08, 2017, 05:35:05 PM »

Alright - reduced to 0.5/ly, and turned the fuel capacity down to 15 (from 25).
Logged

Dri

  • Admiral
  • *****
  • Posts: 1403
    • View Profile
Re: Starsector 0.8a (Released) Patch Notes
« Reply #1548 on: May 08, 2017, 05:43:31 PM »

Are there gonna be any new ships/hulls (or other such content) added to 0.8.1 or is it primarily a fixer-upper patch with tons of bug squashing?
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 24114
    • View Profile
Re: Starsector 0.8a (Released) Patch Notes
« Reply #1549 on: May 08, 2017, 05:46:22 PM »

... there may be a thing or two. Primarily a fixer-upper/balance pass, though.
Logged

AxleMC131

  • Admiral
  • *****
  • Posts: 1722
  • Amateur World-Builder
    • View Profile
Re: Starsector 0.8a (Released) Patch Notes
« Reply #1550 on: May 08, 2017, 05:56:42 PM »

Sounds fun nontheless.  :D
Logged

Deshara

  • Admiral
  • *****
  • Posts: 1578
  • Suggestion Writer
    • View Profile
Re: Starsector 0.8a (Released) Patch Notes
« Reply #1551 on: May 08, 2017, 06:00:44 PM »

You mentioned using the avoid command. I'm currently running a close support garbage-tier no-officers fleet of hounds trying to kill an assault falcon_A I caught out retreating from a pirate fleet with just a vigilance and a chaingun hound escort. Every time I engage the frigates escort the falcon, which shouldn't be a problem because I outnumber them severely and also out-range them and this falcon can't catch my fleet (75 vs 200). All we have to do is surround the enemies, so the frigates have nowhere to hide, and then pummel them until they're dead and then the falcon is defenseless; nothing it can do should be able to prevent it from going down to a spread of HVD's surrounding it that it can't catch.
BUT, every time I engage either my hounds barge into phase lance range and die, or I order them to avoid the falcon and they run to 2,500 range out and don't involve themselves with this fight at all. It should be easy but I've been sitting here for hours replaying this fight and I can't get through it just cause the AI can't handle itself ): I want dat falcon
Logged
Quote from: Deshara
I cant be blamed for what I said 5 minutes ago. I was a different person back then

Toxcity

  • Admiral
  • *****
  • Posts: 561
    • View Profile
Re: Starsector 0.8a (Released) Patch Notes
« Reply #1552 on: May 08, 2017, 06:23:05 PM »

Any ETA on when we can expect 0.8.1a patch notes?
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 24114
    • View Profile
Re: Starsector 0.8a (Released) Patch Notes
« Reply #1553 on: May 08, 2017, 06:46:15 PM »

@Deshara: select everything and right-click on the Falcon?

Any ETA on when we can expect 0.8.1a patch notes?

Not sure - haven't decided about putting partial notes up before the actual release or not.
Logged

TheWetFish

  • Commander
  • ***
  • Posts: 140
    • View Profile
Re: Starsector 0.8a (Released) Patch Notes
« Reply #1554 on: May 08, 2017, 09:23:01 PM »

Any ETA on when we can expect 0.8.1a patch notes?

Not sure - haven't decided about putting partial notes up before the actual release or not.


Having the notes up beforehand would reduce the amount of time the wiki is relatively out of date for.  It tends to get a spike in activity straight after changes so having the relevant pages already updated & ready for that spike would be valuable
Logged

Sarissofoi

  • Captain
  • ****
  • Posts: 405
    • View Profile
Re: Starsector 0.8a (Released) Patch Notes
« Reply #1555 on: May 09, 2017, 12:01:20 PM »

BTW Anyone also noticed that ship losses also almost all the time equal full crew losses?

Gothars

  • Global Moderator
  • Admiral
  • *****
  • Posts: 4403
  • Eschewing obfuscatory verbosity.
    • View Profile
Re: Starsector 0.8a (Released) Patch Notes
« Reply #1556 on: May 09, 2017, 12:09:34 PM »

BTW Anyone also noticed that ship losses also almost all the time equal full crew losses?

That should not be the case if you use the safety procedures and/or damage control skills. Or the blast doors hullmod.
« Last Edit: May 09, 2017, 12:11:23 PM by Gothars »
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.

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 24114
    • View Profile
Re: Starsector 0.8a (Released) Patch Notes
« Reply #1557 on: May 09, 2017, 12:10:39 PM »

There's also a bug that can cause a damaged-but-not-deployed ship in your fleet to cause crew losses, sometimes.
Logged

Sarissofoi

  • Captain
  • ****
  • Posts: 405
    • View Profile
Re: Starsector 0.8a (Released) Patch Notes
« Reply #1558 on: May 09, 2017, 01:26:32 PM »

BTW Anyone also noticed that ship losses also almost all the time equal full crew losses?

That should not be the case if you use the safety procedures and/or damage control skills. Or the blast doors hullmod.

Maybe I spelled it wrong.
Lost ship = full crew compliment dead
Even if ship is recoverable
Did they not have escape shuttles?
In earlier versions(if I remember it right) that was not the case and you could recover some % of crew of destroyed vessels after battle(if you win).

Gothars

  • Global Moderator
  • Admiral
  • *****
  • Posts: 4403
  • Eschewing obfuscatory verbosity.
    • View Profile
Re: Starsector 0.8a (Released) Patch Notes
« Reply #1559 on: May 09, 2017, 01:35:10 PM »

I guess the installation of escape pods would be part of the safety procedures skill :)
« Last Edit: May 09, 2017, 01:52:50 PM by Gothars »
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.
Pages: 1 ... 102 103 [104] 105 106 ... 116