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Author Topic: Starsector 0.9.1a (Released) Patch Notes  (Read 351506 times)

Megas

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #585 on: May 20, 2019, 05:52:08 AM »

The Independents are already freeloaders that want an expensive town to live and shop in (450K to build it and takes an industry slot), take upkeep, and demand tariffs for stuff they sell?  All I get for that expense is only +1 stability, which is underwhelming.  Landlord is not happy and will not lease his land to the spoiled clients.
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Megas

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #586 on: May 20, 2019, 06:28:14 AM »

I forgot the mention that one drawback for raiding heavy industries early before exploring for and finding blueprint packs is player frequently gets blueprints for common stuff normally bundled, like Pulse Lasers, Harpoon Racks, or Hammerhead.  Nature of the beast, I guess.  I should either wait until I learn the packs or save-scum frequently until a rare one drops.  I was being greedy with my game where did early-game raiding for significant profit for the first time, and this is without Planetary Operations.
« Last Edit: May 20, 2019, 06:29:48 AM by Megas »
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Serenitis

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #587 on: May 20, 2019, 08:53:30 AM »

Re: Commerce
Change industry to structure, because no-one will ever build this otherwise with the incredibly tight limits.
Give it a passive income like the population - ideally this could tie into how many resource types/stockpiles are available at that colony.

Personally, I've never cared about the tarrifs. The utility of having an extra pool of resources to draw from, and being able to convert loot into money without having to drag stuff into the core far outweighs a few credits. (Even if it is less efficient.)
I just think of it as paying for the convenience.
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Megas

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #588 on: May 20, 2019, 09:26:38 AM »

Personally, I've never cared about the tarrifs. The utility of having an extra pool of resources to draw from, and being able to convert loot into money without having to drag stuff into the core far outweighs a few credits. (Even if it is less efficient.)
I just think of it as paying for the convenience.
For me, whenever I need that resource convenience, that pirate base that pops-up near my colony and targeting it serves my needs just as well.

As for convenience, Open Market messing with my Colony Resources and Storage is an annoying inconvenience.  Put of the reason why I like my colony storage is it is about as bare-bones as an abandoned station, and adding Open Market via Commerce screws it up.

EDIT:  I guess for size 10 colonies, having an extra place to buy your big ships without waiting a month or more may be handy in a pinch.
« Last Edit: May 20, 2019, 09:28:22 AM by Megas »
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Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #589 on: May 20, 2019, 09:38:09 AM »

Is that issue being hotfixed?

On the fence about it; leaning towards a hotfix, since I (fortunately) have mostly been bugfixing in the last couple of days anyway.


I always thought buying at our own markets with tariffs was really weird. It's odd to have to go shopping in stations other than your own if you want the best deals, it feels counter-intuitive (besides getting stuff from the stockpile).

The open one added by commerce is very explicitly not your market, but an independent one. I think in the latest release it's even got an independent flag? Not 100%, actually.

Re: Commerce
Change industry to structure, because no-one will ever build this otherwise with the incredibly tight limits.
Give it a passive income like the population - ideally this could tie into how many resource types/stockpiles are available at that colony.

Hmm - then it'd most likely go from "build very rarely" to "always build". I'd rather it be the former - or not exist at all - than the latter.
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MajorTheRed

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #590 on: May 20, 2019, 09:59:45 AM »

Thanks for this update, I'm very fond of the new colony mechanics and its slow pacing. 
It's also really great to have carrier with a correct behavior, and escort order is more interesting now (not for giving firepower, but now they don't throw themselves in line of fire anymore).

IMHO, wings AI still have some progress to do. Even when ordering fighter strikes, if wing are already with a target in mind, they will keep flying to it. Further more, it would be nice if wings can get back to their carrier when it is in danger and without order. I had a Gemini destroyed because its wing was doing I-don't-know-what at the other side of the map.

One small detail immersion-wise: for me, uber-death pirate raiding fleet are a little bit over the top, especially when Factions fleet are unable to muster that many ships.

Thank you for all the efforts you put in this game!
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Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #591 on: May 20, 2019, 10:18:57 AM »

I forgot the mention that one drawback for raiding heavy industries early before exploring for and finding blueprint packs is player frequently gets blueprints for common stuff normally bundled, like Pulse Lasers, Harpoon Racks, or Hammerhead.  Nature of the beast, I guess.  I should either wait until I learn the packs or save-scum frequently until a rare one drops.  I was being greedy with my game where did early-game raiding for significant profit for the first time, and this is without Planetary Operations.

Hmm, yeah. I may end up looking at "only stuff you don't know drops" again...

Thanks for this update, I'm very fond of the new colony mechanics and its slow pacing. 
It's also really great to have carrier with a correct behavior, and escort order is more interesting now (not for giving firepower, but now they don't throw themselves in line of fire anymore).

IMHO, wings AI still have some progress to do. Even when ordering fighter strikes, if wing are already with a target in mind, they will keep flying to it. Further more, it would be nice if wings can get back to their carrier when it is in danger and without order. I had a Gemini destroyed because its wing was doing I-don't-know-what at the other side of the map.

...

Thank you for all the efforts you put in this game!

Thank you for your feedback!


One small detail immersion-wise: for me, uber-death pirate raiding fleet are a little bit over the top, especially when Factions fleet are unable to muster that many ships.

Right, yeah - I think what's likely missing is a mechanic where factions are capable of mustering more of a reactive defense, aside from just in-system patrols. Will certainly be looking at this; will have to see how it goes.
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Schwartz

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #592 on: May 20, 2019, 10:27:33 AM »

And to add to that point about the pirates... when you're super diligent about thwarting raids and/or destroying pirate stations outright, what the game does is just pop up station after station with no timeout in between. And a new station usually triggers a new raid, so.. it would be nice if the player or the factions could have an impact on this, since right now, if the player focuses his attention on pirates, it turns out to be real Sisyphus work with no end in sight and no ground to be gained.
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Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #593 on: May 20, 2019, 10:39:42 AM »

This is for pirate bases (generally) targeting non-player assets, right? For bases targeting player colonies (most of them, anyway) there is a timeout.
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Schwartz

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #594 on: May 20, 2019, 10:41:13 AM »

Oh yeah, talking about the dangerous ones vs. NPC systems. The ones vs. the player always seem mild in comparison so I just do these whenever.
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Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #595 on: May 20, 2019, 10:44:40 AM »

Ok, gotcha. Once your colonies are size 7+ (which I'd guess yours are), the pirate raids and bases targeting the player should be max-tier, though.

One thing though,
  • Fixed issue with intel for some of the destroyed pirate bases sticking around indefinitely
is this intended to also apply to existing saves?
If yes, I see those intels still sticking around. If no, it's okay.

Realized I forgot to respond to this, sorry! The fix only applies to future base intel not sticking around forever, the existing ones will unfortunately stick around.
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Kirschbra

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #596 on: May 20, 2019, 11:14:23 AM »

not sure whats going on, but I can't get the new patch to either download or launch properly, any help?
I've never had any problems like this before
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Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #597 on: May 20, 2019, 11:34:51 AM »

At a guess: can you try turning off SmartScreen? It's been causing these kinds of issues for the .9x releases.
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Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #598 on: May 20, 2019, 11:46:05 AM »

Alright, hotfix is out, mainly for the "no salvage" issue; other details in the OP. Hopefully that's the last one for the .1 release.

Edit: uploading the new Javadoc right now, since there were a few API additions.
« Last Edit: May 20, 2019, 11:51:39 AM by Alex »
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Hiruma Kai

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #599 on: May 20, 2019, 12:22:19 PM »

Re: Commerce
Change industry to structure, because no-one will ever build this otherwise with the incredibly tight limits.
Give it a passive income like the population - ideally this could tie into how many resource types/stockpiles are available at that colony.

Hmm - then it'd most likely go from "build very rarely" to "always build". I'd rather it be the former - or not exist at all - than the latter.

Currently all the industries in principle make you credits, except the HQ and Commerce.  HQ gets you defense fleets which are necessary late game to defend against raids.  So its a trade off of safety against best possible income which seems meaningful.

Commerce on the other hand is a trade off of credits against convenience .  You can already do the exact same thing by visiting any core world or pirate base.  And I suppose it has a +1 stability bonus, but you can already get stability bonuses from structures (starbase, ground defense, patrol base), so clearly those will be built first if you need stability.

When you build near the core, commerce isn't that useful since you can generally just hit the other core systems first to sell stuff, and then hit your colony to drop stuff off.  In fact, if you want to maximize credits you tend to look for a planet that is having a deficit and sell there, which hopefully your own planets don't have. 

In any case, I feel like credits from exploration, say picking up things like organics or metals, just pales in comparison to your colony income by late game.

Is there anything that would be problematic if you just had an independent trader buy/sell tab as soon as you colonized?  Perhaps empty for the 1st month, and limit weapons and starship selection to similar of that of a size 3 pirate base with no industry (so pretty bad).  Presumably where there are people, someone will show up to buy and sell stuff.  I mean if a size 3 pirate base that pops up instantly with no industry or anything can buy and sell stuff immediately, why not your own colony as soon as its founded?

You're not gaining access to ships or markets faster - you've had access to all the other markets since the beginning of the game.  Its literally only saving you the time of flying to another world that has that ability (and has that ability without needing a commerce industry).

I guess my question is, how does gating the ability to buy and sell stuff at your own colony but not other planets improve the game experience?  Perhaps removing the commerce building completely is the way to go?
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