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Author Topic: Starfarer 0.51a (Released) - Live Patch Notes  (Read 236967 times)

Upgradecap

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Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #105 on: March 04, 2012, 12:07:41 PM »

Right, Didn't read em. But will there be more of such kind as a heavy version of, say the flak cannon?
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Iscariot

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Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #106 on: March 04, 2012, 12:21:44 PM »

There's already a dual flak cannon, not quite sure what else you want..... Using a large mount for point defense is a biiiiiiit....
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The idea is that the various tech levels represent different - not "better" - ways to do things.

Upgradecap

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Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #107 on: March 04, 2012, 12:36:49 PM »

......op? Yeah, but it does take a large spot :D, good for ships with low op. What I was meaning was Will there be, I.e a heavy hypervelocity driver, like there are in some mods and so on?
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arwan

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Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #108 on: March 04, 2012, 02:49:07 PM »

At this point, I'd like to spend a few more days making miscellaneous improvements, and then make the release.

starting to drool Alex :P waiting for the next release.
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Alex
You won't be able to refit fighters and bombers at all. They're designed/balanced around having a particular set of weapons and would be very broken if you could change it. Which ones you pick for your fleet -out of quite a few that are available- is the choice here, not how they're outfitted.

Avan

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Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #109 on: March 04, 2012, 08:32:44 PM »

Sounds like a wednesday release by the wording (if I counted right, and had the right post-date >.>)

Upgradecap

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Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #110 on: March 04, 2012, 11:51:27 PM »

Wait, if you're going to release it soon, will the mods be compatible with it?
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Thana

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Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #111 on: March 05, 2012, 12:53:58 AM »

Wait, if you're going to release it soon, will the mods be compatible with it?

Given it sounds like being mostly a collection of fixes rather than much in the way of new stuff (other than the Tri-Tachyon station), I'd imagine there shouldn't be problems, although some mods may interact unpredictably with the TT station.

That'd be my guess, at any rate.
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Upgradecap

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Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #112 on: March 05, 2012, 06:52:30 AM »

Wait, if you're going to release it soon, will the mods be compatible with it?

Given it sounds like being mostly a collection of fixes rather than much in the way of new stuff (other than the Tri-Tachyon station), I'd imagine there shouldn't be problems, although some mods may interact unpredictably with the TT station.

That'd be my guess, at any rate.

I guess then that the New Update won't be compatible with the tt station mod? If it adds a tt station I'm guessing it won't work with that mod.
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Aklyon

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Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #113 on: March 05, 2012, 07:31:31 AM »

All it'll need is to take its tt station out and just be the Gun Runners.
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Wyvern

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Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #114 on: March 05, 2012, 07:47:58 AM »

Ah, but the 'a' stand for 'alpha' :)

Then clearly the next version should be .5a2!
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Wyvern is 100% correct about the math.

Thana

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Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #115 on: March 05, 2012, 08:56:04 AM »

I guess then that the New Update won't be compatible with the tt station mod? If it adds a tt station I'm guessing it won't work with that mod.

It may or may not be. It's also possible that the mod will result in there being two rather than one Tri-Tachyon stations, for example.
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Avan

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Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #116 on: March 05, 2012, 01:32:03 PM »

Ah, but the 'a' stand for 'alpha' :)

Then clearly the next version should be .5a2!
actually, the last version was a release candidate; it was not the real .5a

Temjin

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Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #117 on: March 05, 2012, 09:43:45 PM »

Two questions:

First of all, you mentioned that you'd be making ship acquisition slightly harder. Is it easier to repair your own disabled ships after a battle then? Otherwise it makes the game even more of a "save before every battle" fest since it's even harder to acquire replacement ships.

Secondly, what does this mean?
Quote
Ships lose most of their weapons when repaired and/or boarded. Surrendered ships lose weapons based on how damaged they were. The goal here is to make weapon drops more meaningful and create a stronger connection with your ships.

So if your ship takes hull damage, do you lose weapons? Or does this merely deal with the acquisition of new ships via boarding/surrendering?
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MidnightSun

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Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #118 on: March 05, 2012, 09:50:35 PM »

So if your ship takes hull damage, do you lose weapons? Or does this merely deal with the acquisition of new ships via boarding/surrendering?

The latter.
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factotum

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Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #119 on: March 05, 2012, 11:46:34 PM »

So if your ship takes hull damage, do you lose weapons? Or does this merely deal with the acquisition of new ships via boarding/surrendering?

The latter.

That's how I interpret it as well--he wouldn't be conflating "repaired" with "boarded" if he didn't mean this only happens when, e.g. you have a ship that gets disabled but you're able to repair it after the battle.

As for the general comment about it being difficult to get ships, I think it's actually rather *too* easy to get them now, at least once you've got over the hump of getting the first additional ship. By the time you've got a fleet represented by 3 triangles on the campaign map rather than 1 you can earn thousands just from the CPU cores left after each battle.
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