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Author Topic: Starfarer 0.52a (Released) - Patch Notes  (Read 348411 times)

Mattk50

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Re: Starfarer 0.52a (Released) - Patch Notes
« Reply #645 on: May 16, 2012, 05:26:58 PM »

Well I think the point is to make them rare in the universe. If you're lucky enough to capture the few you find then more's the better for you.

That was my perception anyway.

well, with some stuff like the hyperion the AI can easily just spaz out and get itself killed in some ridiculous way. Then you'll never find it again because AI fleets don't use it and i've never seen the tritach station get delivered a Hyperion (or an apogee for that matter).
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icepick37

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Re: Starfarer 0.52a (Released) - Patch Notes
« Reply #646 on: May 16, 2012, 08:01:47 PM »

Well don't let the ai pilot it, then, haha. There will be ways to prevent that, and also the ai will continue to improve. But I do understand where you're coming from.

Thing is, hyperion isn't a cap ship, so it won't be as rare. Probably rare, though.
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mendonca

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Re: Starfarer 0.52a (Released) - Patch Notes
« Reply #647 on: May 17, 2012, 01:13:01 AM »

I really can't wait until availability becomes a major part of the game, for some reason.

At the minute, if the ship or weapon spawns as part of one of the groups, you effectively have an unlimited supply of that thing. Also works conversely, in that e.g. there will only ever be one Hyperion in Corvus.

When we have multiple systems, with a much reduced availability per system but the chance of seeing all sorts of things elsewhere? I just think it will really kick things off in terms of the game balance and the exploration aspect. For the day when we are all fielding a load of Buffalo MkII's, because that's all we can find, and we daren't bring that Tempest / Medusa out of storage because we don't know if / when we will get another one.

I just think it will be really cool.
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Uomoz

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Re: Starfarer 0.52a (Released) - Patch Notes
« Reply #648 on: May 17, 2012, 01:25:23 AM »

I really can't wait until availability becomes a major part of the game, for some reason.

At the minute, if the ship or weapon spawns as part of one of the groups, you effectively have an unlimited supply of that thing. Also works conversely, in that e.g. there will only ever be one Hyperion in Corvus.

When we have multiple systems, with a much reduced availability per system but the chance of seeing all sorts of things elsewhere? I just think it will really kick things off in terms of the game balance and the exploration aspect. For the day when we are all fielding a load of Buffalo MkII's, because that's all we can find, and we daren't bring that Tempest / Medusa out of storage because we don't know if / when we will get another one.

I just think it will be really cool.

I totally agree with this.
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Upgradecap

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Re: Starfarer 0.52a (Released) - Patch Notes
« Reply #649 on: May 17, 2012, 01:28:30 AM »

I really can't wait until availability becomes a major part of the game, for some reason.

At the minute, if the ship or weapon spawns as part of one of the groups, you effectively have an unlimited supply of that thing. Also works conversely, in that e.g. there will only ever be one Hyperion in Corvus.

When we have multiple systems, with a much reduced availability per system but the chance of seeing all sorts of things elsewhere? I just think it will really kick things off in terms of the game balance and the exploration aspect. For the day when we are all fielding a load of Buffalo MkII's, because that's all we can find, and we daren't bring that Tempest / Medusa out of storage because we don't know if / when we will get another one.

I just think it will be really cool.

I totally agree with this.

Yeah, same thing :)
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arcibalde

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Re: Starfarer 0.52a (Released) - Patch Notes
« Reply #650 on: May 17, 2012, 01:45:32 AM »

I really can't wait until availability becomes a major part of the game, for some reason.

At the minute, if the ship or weapon spawns as part of one of the groups, you effectively have an unlimited supply of that thing. Also works conversely, in that e.g. there will only ever be one Hyperion in Corvus.

When we have multiple systems, with a much reduced availability per system but the chance of seeing all sorts of things elsewhere? I just think it will really kick things off in terms of the game balance and the exploration aspect. For the day when we are all fielding a load of Buffalo MkII's, because that's all we can find, and we daren't bring that Tempest / Medusa out of storage because we don't know if / when we will get another one.

I just think it will be really cool.

I totally agree with this.

Yeah, same thing :)
I concur  ;D
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factotum

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Re: Starfarer 0.52a (Released) - Patch Notes
« Reply #651 on: May 17, 2012, 04:46:06 AM »

I agree also, but I bet there'll be dozens of posts saying "WAAAH why can't I find a Hyperion?" once something like that gets introduced!
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arcibalde

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Re: Starfarer 0.52a (Released) - Patch Notes
« Reply #652 on: May 17, 2012, 07:29:02 AM »

I agree also, but I bet there'll be dozens of posts saying "WAAAH why can't I find a Hyperion?" once something like that gets introduced!
Then it's up to us to show them why that is a good thing  ;D
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Upgradecap

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Re: Starfarer 0.52a (Released) - Patch Notes
« Reply #653 on: May 17, 2012, 07:31:33 AM »

I agree also, but I bet there'll be dozens of posts saying "WAAAH why can't I find a Hyperion?" once something like that gets introduced!
Then it's up to us to show them why that is a good thing  ;D

Then there will be more bad things on it than good.

1. It's extremely rare.
2. It got paper-thin armor, can barley withstand fire.
3. The AI sucks at controlling it's shield (Will hopefully be fixed soon)
4. The AI tends to fly it towards a swarm of missiles.
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KDR_11k

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Re: Starfarer 0.52a (Released) - Patch Notes
« Reply #654 on: May 17, 2012, 03:11:05 PM »

If all I could find was Buffalo Mk2s I'd trade them for hounds or something. BM2s are total jokes.
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2_Wycked

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Re: Starfarer 0.52a (Released) - Patch Notes
« Reply #655 on: May 19, 2012, 08:26:21 AM »

It isn't that there are only a few ships, it's that for whatever reason, the mod authors either choose to only have a small selection of their total collection spawn regularly, or just make the odds very low. After playing Omega's mod for about a month, I think I saw maybe a third of the total number of ships available, because of the way the supply fleets stocked the stations. Same thing with Uomoz's, although that one has more vanilla ships available than Omega's, from what I've played.


 I suppose I need to learn how to add-in ships to my fleet via save editing...
« Last Edit: May 19, 2012, 08:30:07 AM by 2_Wycked »
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jacobgr43

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Re: Starfarer 0.52a (Released) - Patch Notes
« Reply #656 on: May 20, 2012, 03:52:12 PM »

im not sure why but since this update my starfarer is now running at around 20fps instead of my usual 60fps
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Alex

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Re: Starfarer 0.52a (Released) - Patch Notes
« Reply #657 on: May 20, 2012, 04:08:45 PM »

im not sure why but since this update my starfarer is now running at around 20fps instead of my usual 60fps

Hmm, weird - if anything, it should be running better. Have you rebooted recently? Got anything else running? Made some changes to your system? (New graphics drivers, etc).

Edit: you should probably grab 0.52.1a, btw - this version is out of date.
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jacobgr43

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Re: Starfarer 0.52a (Released) - Patch Notes
« Reply #658 on: May 20, 2012, 11:51:52 PM »

I have 0.52.1a and im still having frame rate issues, i haven't made any changes to my system and i haven't got any other programs running.
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Timasaurus 007

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Re: Starfarer 0.52a (Released) - Patch Notes
« Reply #659 on: May 22, 2012, 01:12:09 AM »

Nice work guys!
« Last Edit: May 22, 2012, 01:14:20 AM by Timasaurus 007 »
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