Thank you for all the bug reports and feedback! Read through everything and made some notes; some assorted responses below.
One thing I'm curious about: whether hotfix -RC12 has made a difference as far as the danger level of enemy ships feeling unpredictable. The weapon-damage-modifiers-sticking-around issue could have had some major impact there, so I'd like to get some fresh feedback on this!
"Field Repairs" seem to have a relatively low limit of 60 deployment recovery points. For example with the exploration start, you are sitting at about 38 deployment points, so it is fairly easy to hit the cap. Any chance of bringing that up to somewhere around "Crew Training" and "Makeshift Equipment" levels (eg ~180 to 200 deployment supplies)?
Ah - the bonus there is also *really high*. Its also the sort of bonus where it's ok for it to be high sometimes - unlike some other kinds of stat boosts that are more directly combat-involved. So I think it's more interesting to have a really high bonus for a small fleet - since that opens up a few more potential options, instead of going for, say, 4x the point limit and 1/4th of the bonus.
Microsoft seems to not like the RC12 installer for some reason. Think I saw the same thing with RC9 for 0.95 as it flagged both as suspect when trying to start them.
Yeah, not much I can feasibly do there. Always false positives somewhere...
Bit curious about the need for heavy armaments for defensive works, yet they don't seem to give any benefits to the attacker in turn which does not seem to really go with the revamped raiding. Really loving it thus far though!
I've thought about factoring them in somehow, but from what I remember nothing really satisfying and mechanically interesting really came to mind. So, uh: they require too much assembly and deployment effort to utilize for quick raids.
Carriers with Pilums seem to want to stay at pilum range instead of getting into fighter range even when manually clicking on them then right clicking on an enemy ship in the command view.
Having this issue with condor class carriers.
This seems like wrong behavior. They don't have an officer on them.
Made a note, thank you!
So far level cap feels a *little* stingy at 15; next game I'll try with some awkward middle number (17, 18 or 19); I do understand a reluctance to let the player pick up a lot of the level 5 skills, but at the same time, a little more ability to branch out juuuust a little more might feel better (even if that could make players want more and more and more and I guess this is fairly easily tweaked by individual players regardless).
(I'm actually thinking about letting the player have access to 1-2 more skill points through non-level-based means at some point, so, we're probably on the same page here.)
Hello!
I'm having problems loading my saves after updating from RC10 to RC12. Could anyone please share with me the RC11 installer for troubleshooting?
Regards
Hi - do you have mods? I've heard about mod-related issues with this, due to mods putting things they shouldn't into the save file.
I'm really on the fence about the fleet numbers in leadership and I think I just need more playtime to wrap my head around the skills. I keep waffling between extreme opinions (so both are probably wrong).
A few numbers for the carrier replacement time skill: carriers last version had very high replacement rates because of the fleetwide skill and expanded deck crew. To get the same bonus as the skill from last version, the player can still have 20 decks, or 10 drovers. So that fleet limited skill is more like... if you have just a few carriers they get a massive boost, if you have a full large carrier wing its the same as last version (well the skill is: other changes have tweaked things I'm sure).
FWIW, I'm thinking of increasing some of the point limits a bit, at least for the skills that are intended to apply to the whole fleet and not to a small subgroup within a fleet. So e.g. I could see raising it from 180 to 240 for Crew Training (240 being 60% of max battlesize), but not for Carrier Group or Phase Corps, necessarily - since those skills are about boosting a small contingent within the fleet without encouraging mono-fleets.
Delved a little more into the problem with the Medusa AI, and found a couple of interesting things.
1: This AI problem only occurs with an officer with the Gunnery Implants skill
2: The small weapon slots didn't even matter! Even with just the Heavy Blasters and Light Needlers, it still constantly tilts to the side
3: Officer Aggressiveness wasn't a factor - this behavior occurs on Timid, Reckless, and everything inbetween.
Following these criteria, I am able to consistently replicate this issue.
I can also provide a copy of my save if that would help - I have no mods installed that would be affecting AI (Only Console Commands and Lazy lib - I wanted to refund myself a few story points after I wasted a fair few coming to grips with the new skill and officer system).
Edit: Heres a screenshot of the Ship loadout as well, just in case.
Thank you! If you can send me the save, that would be *great*. I did try it with Gunnery Implants yesterday and it wasn't happening, so the save would be really handy.
fractalsoftworks [at] gmail [dot] com
Two things I've noticed about colony-related stuff. First, punitive expeditions seem more common now than they were in 0.9.1. I think I've yet to not have at least one expedition be planning or underway at any point I checked in with my colonies since the first one was launched.
Hmm - is this vanilla? Looking at the code, this seems very unlikely, so if it's happening it's a bug, but I'm not seeing how it could happen. With vanilla settings (which can be changed with settings.json tweaks) there's a 95% chance after 1 expedition to have a 1-3 cycle timeout on all expeditions. This chance goes to 100% after two expeditions are sent. If you've got a vanilla save where this is happening, I'd love to take a look!
Noticed a potential issue with raids.
Currently with marines gaining XP you are unable to separate them from the green rookies to the hardcore marines that could pinpoint a coin 3 miles way with a sniper rifle during crosswind while half drunk on vodka.
When you try to split the amount of troops the amount left shows the insignia of a higher rank, with the more you split the higher the rank goes, leading me to think that its how the system is supposed to work. Unfortunately even if I merge a stack of veterans and rookies, the split function does not seem to work. Each stack is left with the same bonuses. So can't get a hardcore veteran unit even if I want to.
The way this works is if you split the stack and move the picked-up marines out of your fleet, as much experience as possible will be retained by the marines in your fleet. But if you put the stack back down in your cargo, the XP will be divided between all the marines in your fleet. There's no concept of "unit"; all the marines in your fleet share the same XP level.