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Author Topic: Starfarer 0.52a (Released) - Patch Notes  (Read 317944 times)

Alrenous

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #570 on: May 02, 2012, 01:45:00 AM »

A lone fighter has zero hangar capacity. It will inevitably have an accident, as it takes up at least 3. Accidents can go up to the loss of a ship. Or wing, in this case.
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Okim

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #571 on: May 02, 2012, 01:51:54 AM »

I have added "separateRecoilForLinkedBarrels":"TRUE", in the wpn file but doesn't seem to work.

Ah, sorry! Looking at the code again, it's using this to set the wrong value in the weapon spec. Argh. Fixed in the dev build, but that's not much good to you just now.

:(

WK

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #572 on: May 02, 2012, 02:12:15 AM »

I'm thoroughly impressed with the 0.52a patch! Great work!
I love how the station interface has evolved to allow purchasing/refitting, extremely handy :)
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Vandala

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #573 on: May 02, 2012, 02:31:47 AM »

A lone fighter has zero hangar capacity. It will inevitably have an accident, as it takes up at least 3. Accidents can go up to the loss of a ship. Or wing, in this case.
Can't be, I'm over my hangar capacity and I'm not getting any chance of accidents.

neonesis

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #574 on: May 02, 2012, 02:51:45 AM »

A lone fighter has zero hangar capacity. It will inevitably have an accident, as it takes up at least 3. Accidents can go up to the loss of a ship. Or wing, in this case.
Can't be, I'm over my hangar capacity and I'm not getting any chance of accidents.
Maybe you are below 50% over your capacity? Try having zero hangar space ;) Then everything above 0 is more than 50%, thus increasing accident risk.

Or maybe it's just how it works, single-fighter fleets just disappear. But I think it's the hangar space.
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Alrenous

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #575 on: May 02, 2012, 04:06:38 AM »

I checked this. Apparently hangar space doesn't have the 50% accident cutoff - you can go much higher, possibly infinitely high.

However, it still cranks up the supply/day cost. Once the supplies are gone, the accidents should start.


Edit: Oh yeah, and fighters have no cargo space either, so they'll get accidents on the supplies...
« Last Edit: May 02, 2012, 04:22:41 AM by Alrenous »
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Vandala

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #576 on: May 02, 2012, 04:14:25 AM »

I checked this. Apparently hangar space doesn't have the 50% accident cutoff - you can go much higher, possibly infinitely high.

However, it still cranks up the supply/day cost. Once the supplies are gone, the accidents should start.
Yup. As soon as your supplies are gone, better head to a station.

neonesis

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #577 on: May 02, 2012, 04:33:27 AM »

I checked this. Apparently hangar space doesn't have the 50% accident cutoff - you can go much higher, possibly infinitely high.

However, it still cranks up the supply/day cost. Once the supplies are gone, the accidents should start.


Edit: Oh yeah, and fighters have no cargo space either, so they'll get accidents on the supplies...
Is it fully intended, or just Alex missing one detail in code?
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Alrenous

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #578 on: May 02, 2012, 04:45:59 AM »

I realized once I saw it that putting in the 50% limit on hangars would break a lot of the existing campaign fleets. Even if it wasn't intended, it's a good idea.
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Upgradecap

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #579 on: May 02, 2012, 04:56:19 AM »

Alex, please have dev journals, so that we who are eager to see how you code can do it :)

EDIT: Where Do you specify the faction specific prefixes?
« Last Edit: May 02, 2012, 05:18:56 AM by Upgradecap »
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factotum

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #580 on: May 02, 2012, 06:34:46 AM »

I realized once I saw it that putting in the 50% limit on hangars would break a lot of the existing campaign fleets. Even if it wasn't intended, it's a good idea.

It actually makes sense if you think about it...the fighters are perfectly capable of flying along on their own, after all, so why should you suffer an accident due to not having enough hangar space for them? This is not the case for crew or cargo, needless to say!  ;D
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Kommodore Krieg

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #581 on: May 02, 2012, 07:02:33 AM »

No - but hey, if you order them to retreat, then you get to cover their retreat - it's like a mini escort mission! I'm not just trying to be facetious here - it's an added degree of difficulty, sure, but I don't see that as a bad thing.

I would assume that this is a short-term solution - it makes no sense, now that ships can explode if you're carrying too much fuel, that you'd ever risk your freighters in a small engagement that you've initiated. Why wouldn't we just leave the freighters 5 "map lengths" behind the main fleet while engaging those two wings of fighters?

Edit: Also manually retreating every ship detracts from the action enough as it is, I don't know why I'd want to do it for freighters at the start of every combat too.

"Accidents" doesn't seem to add much for me as a player except micromanagement so I'll wait a few more versions before upgrading for the time being I think. Enjoying the prev release very much so far, keep it up guys.

How does it make no sense?  What actually doesn't make sense is when a pirate fleet intercepts your fleet to steal your booty and your freighters, their intended target, magically vanish.  Alternatively, it makes no sense to leave your freighters unguarded while you go on the attack because now they are open to booty plundering from various angles.  It does make sense the way it is, the reason you're arguing otherwise isn't because it doesn't make sense but because you don't like it.

Fair point, and I'll give it a shot, but I can't see it adding fun (for me) so the desire is not there. It's likely that it's around to add challenge to those who are past the point of just trying not to explode, and I'm not quite there yet. :)

It's not really a challenge tbh, all you need to do is look at the large bars and note if any are showing red.  If red, then check accident risk.  If risk level is unacceptable to you, dump some booty or take the chance.  I don't mean to be plundering your booty about all this any more than the pirates already do, but you're being slightly unreasonable.
« Last Edit: May 02, 2012, 07:11:16 AM by Commissar Krieg »
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Trylobot

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #582 on: May 02, 2012, 07:32:40 AM »

First change I noticed in 0.52a was the sounds & music: apparently every sound effect, including the boops and beeps for the menu, have all been tweaked to sound more appropriately subtle and pleasant - not even sure how he did this, but after I started paying attention I realized how right the menu sounds now - and the music is awesome. Just need some battle music now! :D
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cell

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #583 on: May 02, 2012, 07:49:48 AM »

yah the music and the new sounds are great. everything in this patch is terrific. thanks for your hard work Alex and everyone else involved. oh and thank you very much for the refresh rate fix, its working perfect!
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Tindahbawx

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #584 on: May 02, 2012, 08:17:42 AM »

In regards to accidents, I've noticed so long as I keep my supplies below the cargo capacity limit, I can load as many modules as I please into my cargo hold, and no matter what levels that pushes the cargo capacity too, it wont trigger an accident.

Is that intentional?
« Last Edit: May 02, 2012, 08:20:00 AM by Tindahbawx »
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