Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

Pages: 1 ... 54 55 [56] 57 58 ... 62

Author Topic: Starsector 0.9.1a (Released) Patch Notes  (Read 312969 times)

Flying Birdy

  • Commander
  • ***
  • Posts: 163
    • View Profile
Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #825 on: August 07, 2019, 07:04:15 PM »

Quote
Does this also apply to the Decivilized Subpopulation condition? Because that's still being removed on abandon.

It didn't apply; fixed as well.

Will there be a new method of dealing with the decivilized subpopulation modifier in the future? That's one of those modifiers that's really irritating to deal with and whose permanence doesn't make a whole lot of sense.
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 20984
    • View Profile
Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #826 on: August 07, 2019, 07:16:40 PM »

There are already ways of dealing with it, namely raising stability through the many available means. As far as its permanence, think of it as an entrenched population that knows the planet far better than you do and has absolutely zero trust for you and - at least in part - likely views you as an invader.
Logged

Plantissue

  • Admiral
  • *****
  • Posts: 1231
    • View Profile
    • Email
Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #827 on: August 12, 2019, 03:58:35 AM »

I think rasing stability doesn't really do anything to affect the hazard rating which only affects upkeep? Stability only affects ground and fleet effects doesn't it?

It always struck me as odd that you could have a population of billions or tens of billions, yet the colony would still have the decivilised modifier. At that the point the original population would be tiny. If actively resisting they would have been eliminated by ground forces a long time ago. If disruptive, their effect must surely be less than any amount of organised criminals in your world. +25% hazard rating seems completely overblown, on the same level as various hazards like hot that necessitates specialised equipment to perform operations, complicating life support and infrastructure. If it transfered to a stability rating to represent that entrenched population it would make more sense.
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 20984
    • View Profile
Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #828 on: August 12, 2019, 07:37:08 AM »

It always struck me as odd that you could have a population of billions or tens of billions...

(That's fair, but imo the solution to that - if we wanted to "solve" it - is tweaking things so you can't get to that point in any reasonable amount of time. Like, if we're looking at "what's odd", *that's* definitely the thing that sticks out in this situation!)
Logged

Plantissue

  • Admiral
  • *****
  • Posts: 1231
    • View Profile
    • Email
Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #829 on: August 12, 2019, 09:02:35 AM »

Sounds like you be tweaking population growth. Eventually though, if there isn't a cap of time, or a hard cap of population someone will reach high enough population that decivilised makes no sense as a hazard.

But I'm not too familiar with colony mechanics, so I am wondering how raising stability would deal with the decivilised modifier.
Logged

Megas

  • Admiral
  • *****
  • Posts: 10845
    • View Profile
Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #830 on: August 12, 2019, 09:25:29 AM »

I rather have pollution than decivilized.  At least pollution is only -25% hazard.  Decivilized adds stability penalty on top of that.  Increased hazard takes a big bite out of the population bonus from decivilized.  With decivilized, I need all of the colony skills to keep 10 stability while using Free Port.

I agree it makes no sense to have entrenched terrorists after your colony grows so big to dwarf them.  If they are that disruptive, I imagine no one would feel sorry after they get exterminated.

I would not mind sat bombing a planet if means eradicating any decivilized subpopulation.  Maybe that can be an incentive to sat bomb a planet instead of stealth raiding it repeatedly for eventual decivilization and planet kill.
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 20984
    • View Profile
Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #831 on: August 12, 2019, 09:39:20 AM »

But I'm not too familiar with colony mechanics, so I am wondering how raising stability would deal with the decivilised modifier.

Ah, I'm sorry, I wasn't thinking of the hazard rating modifier. Increasing stability would, in fact, only deal with the stability portion of it.
Logged

Plantissue

  • Admiral
  • *****
  • Posts: 1231
    • View Profile
    • Email
Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #832 on: August 12, 2019, 03:34:19 PM »

Thank you. If you are tweaking population growth, perhaps you can have migrant passenger missions or such like to increase population, though "escort" missions are usually boring.
Logged

dandystar

  • Ensign
  • *
  • Posts: 38
    • View Profile
Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #833 on: August 13, 2019, 08:30:53 PM »

Please considering displaying this tooltip when opening up the cargo menu for the first time around.
I had to search how basic menuing works and I am not the only one.

https://old.reddit.com/r/starsector/comments/cli5vf/are_there_any_ways_to_buy_specific_amounts_of/


Logged

Midnight Kitsune

  • Admiral
  • *****
  • Posts: 2815
  • Your Friendly Forum Friend
    • View Profile
Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #834 on: August 13, 2019, 09:03:27 PM »

Spoiler
[close]
Did you turn off the help popups by any chance?
Logged
Help out MesoTroniK, a modder in need

2021 is 2020 won
2022 is 2020 too

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 20984
    • View Profile
Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #835 on: August 13, 2019, 09:06:26 PM »

Ah, the game actually already does exactly this, when help popups are enabled:

https://imgur.com/a/RLcCw7l

Apparently, though, that's not sufficient... hmm.

Fake edit: ninja'ed


Welcome to the forum, btw! (Thanks for reporting the Ion Storm typo in the other thread; fixed that up just now.)
Logged

Arakasi

  • Lieutenant
  • **
  • Posts: 84
    • View Profile
Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #836 on: August 25, 2019, 02:36:04 AM »

Something I've noticed in this patch is that bounties start to get unsustainable pretty quickly. Often times, given the sheer arsenal you have to bring to beat the higher end fleets, the bounty reward barely (if at all) covers your running costs to get there and claim it. If the difficulty of the bounties scales up over time or number completed, why does the reward not scale with them?
Logged

Thaago

  • Global Moderator
  • Admiral
  • *****
  • Posts: 6590
  • Harpoon Affectionado
    • View Profile
    • Email
Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #837 on: August 25, 2019, 04:33:42 PM »

Well the answer to that is to kill bounties more efficiently. If you can use less/cheaper ships, eventually the cost to get to the bounty is much less than the raw salvage from the fight, and the reward is pure profit on top.
Logged

Arakasi

  • Lieutenant
  • **
  • Posts: 84
    • View Profile
Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #838 on: August 26, 2019, 01:04:26 AM »

Well the answer to that is to kill bounties more efficiently. If you can use less/cheaper ships, eventually the cost to get to the bounty is much less than the raw salvage from the fight, and the reward is pure profit on top.

I mean obviously - but there's only so efficient you can be when lugging the 4-5 capital ships necessary to take on a fleet of 6+ opposing capital ships for a $300,000 reward.
« Last Edit: August 26, 2019, 01:14:33 AM by Arakasi »
Logged

Grievous69

  • Admiral
  • *****
  • Posts: 1945
    • View Profile
Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #839 on: August 26, 2019, 01:08:42 AM »

Yea it's a bit silly 150k fleets have maybe a cruiser or two, and then just 100k more you get 4-5 capital fleets. They should be at least 500k when you have weak pirate bases that pay close to 300k.
Logged
Please don't take me too seriously.
Pages: 1 ... 54 55 [56] 57 58 ... 62