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Author Topic: Starsector 0.95a (Released) Patch Notes  (Read 599504 times)

Summerstorm

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1260 on: March 31, 2021, 05:05:39 AM »

Non-critical Bug: Marines don't leave due to debt.

Unsure if already fixed (Had it in RC9) - but didn't see anything about it in Patch-Notes:
If one is in Debt, and docks, a message points out the number of leaving Crew and Marines. Crew gets substracted, Marines stay untouched. Maybe a wrong variable or something?

Also: Man i missed the new Version by a day last week. Yay... also: Don't like the new Skillsystem, hehe (Still dumping freaking hours back into the game... so good)
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Farlarzia

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1261 on: March 31, 2021, 06:08:26 AM »

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.
Spoiler
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« Last Edit: March 31, 2021, 06:15:57 AM by Farlarzia »
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AcaMetis

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1262 on: March 31, 2021, 07:35:15 AM »

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. Second, possibly related to the first point, trade fleets are getting lost with alarming frequency. Again, every time I check my colony stuff it seems at least one planet is suffering from a lost trade fleet.
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Soban

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1263 on: March 31, 2021, 07:43:53 AM »

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.
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Awe

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1264 on: March 31, 2021, 08:41:16 AM »

Oh, I don't think I've mentioned this yet: The new escort order is fantastic! I feel like my escorts are almost always doing the exact right thing. They don't get in my way, they cover my flanks, and they wrap around to attack targets in my frontal/side region.

I have exactly opposite feelings. My escort omens still continue to fly in front of my paragon, and also old suicidal behavior not fixed - from time to time they are just bump itself do death even on straight flights without enemy nearby.
« Last Edit: March 31, 2021, 08:47:15 AM by Awe »
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Alex

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1265 on: March 31, 2021, 10:06:02 AM »

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.
Spoiler
[close]

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.
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Anvel

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1266 on: March 31, 2021, 10:50:19 AM »

A little behavior bug, Radiant beta-ai, uses his sabot missiles(all 4 launchers) on every enemy ship especially fighters but at the same time almost don't use it on enemy capitals (mostly fighting redacted fleets now, he almost doesn't use sabots against big ships), similar with his 2xHammer barrage launchers but not in such scale.
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AcaMetis

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1267 on: March 31, 2021, 11:16:28 AM »

Quote
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!
Save should be 100% vanilla minus one change in settings.josn ("decivProbPerMonthOverStreak":0, vanilla value is 0.1). As for the numbers, I'm not sure. I'll admit I could have failed to notice time passing while I'm off exploring, but those numbers sound a lot more restrictive than I recall seeing. I know I've seen at least several double expeditions so far, so a 95% chance of them not happening is curious. For the record I've got all my four colonies set to freeport, but none have any AI cores installed...yet ;).

I've got a save, though it's too large to attach, so where should I send it?

EDIT: Derp.
Quote
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
That'll teach me to respond before reading.
« Last Edit: March 31, 2021, 11:18:35 AM by AcaMetis »
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Alex

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1268 on: March 31, 2021, 11:27:26 AM »

A little behavior bug, Radiant beta-ai, uses his sabot missiles(all 4 launchers) on every enemy ship especially fighters but at the same time almost don't use it on enemy capitals (mostly fighting redacted fleets now, he almost doesn't use sabots against big ships), similar with his 2xHammer barrage launchers but not in such scale.
Composition
Spoiler
[close]

Does this happen vs a "run simulation" opponent? If so: would you mind emailing me your save? fractalsoftworks [at] gmail [dot]com

Thank you!

Save should be 100% vanilla minus one change in settings.josn ("decivProbPerMonthOverStreak":0, vanilla value is 0.1). As for the numbers, I'm not sure. I'll admit I could have failed to notice time passing while I'm off exploring, but those numbers sound a lot more restrictive than I recall seeing. I know I've seen at least several double expeditions so far, so a 95% chance of them not happening is curious. For the record I've got all my four colonies set to freeport, but none have any AI cores installed...yet ;).

I've got a save, though it's too large to attach, so where should I send it?

EDIT: Derp.
Quote
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
That'll teach me to respond before reading.

Thank you!
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Serenitis

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1269 on: March 31, 2021, 11:51:37 AM »

Omg. I've not managed to do any of the plot until now, and Sebestyen is such a wonderful puppydog.
He's just so excited about science! And it's possibly one of the most things I have ever seen in a game.

David doing Ludd's work.
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AcaMetis

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1270 on: March 31, 2021, 11:54:08 AM »

Send it in, and I'll keep the save around in case there's anything missing (I know I attached the save, but now I'm not seeing it anymore...).

For the record: According to the historian's history overview my colonies reached size 4 midway through cycle 211, and the save is shortly before the start of cycle 215 - 3½ cycles for my colonies to attract expeditions, since IIRC size 3 colonies don't (mine certainly didn't). I think, if I understand the numbers correctly, I should have gotten no more than six expeditions during that time even at the worst possible odds. But I'm sure I've seen more than six.

My guess would be that freeport-related stuff doesn't count as a punitive expedition, since IIRC I've gotten most of my grief from the Hegemony and Luddic Church, whereas Tri-Tachyon especially has been very slow to get the expedition train rolling. And, well, if they don't that's on me for not knowing game mechanics I guess, but playing the game it really doesn't seem that different to have the Hegemony come burn down your megaport because it's a hive of scum and villainy over them burning down your orbital works because Chico can't handle the competition.
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Ishman

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1271 on: March 31, 2021, 11:57:17 AM »

Spoiler
A little behavior bug, Radiant beta-ai, uses his sabot missiles(all 4 launchers) on every enemy ship especially fighters but at the same time almost don't use it on enemy capitals (mostly fighting redacted fleets now, he almost doesn't use sabots against big ships), similar with his 2xHammer barrage launchers but not in such scale.
Composition
Spoiler
[close]
[close]
Does this happen vs a "run simulation" opponent? If so: would you mind emailing me your save? fractalsoftworks [at] gmail [dot]com

Thank you!


I've noticed this behavior with a gryphon in my fleet - I stopped deploying it outside of piloting it myself for this reason. It almost completely refuses to use sabots against cruisers and capitols, but would dump them on the first fighters to come into range of it. Didn't have enough hangar bays in my fleet to get complete fighter coverage and sweep the skies, so I couldn't even use the linked missiles with pd weapon trick to force it to fire them. It also incidentally almost never fires a hammer barrage I have equipped on it (for personally piloting), only hurricane mirvs are fired about as you'd expect. A legion XIV I have performs quite admirably with locusts/hurricanes, but almost never used hammers. Default fit conquest never once fired the cyclones as far as I could tell, it was always at 20/20 whenever I swapped control to it.

I appreciate the burn AI being changed to be more cautious, but as far as I can tell, my legion doesn't actually use it at all outside of full assault. Not even as mobility to hurry through the battlespace.
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Alex

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1272 on: March 31, 2021, 12:10:21 PM »

Omg. I've not managed to do any of the plot until now, and Sebestyen is such a wonderful puppydog.
He's just so excited about science! And it's possibly one of the most things I have ever seen in a game.

David doing Ludd's work.

:D :D :D

(There are two kinds of people in this world: the kind that wave back, and the kind I'd feel fine assigning to Talon duty.)

I've noticed this behavior with a gryphon in my fleet - I stopped deploying it outside of piloting it myself for this reason. It almost completely refuses to use sabots against cruisers and capitols, but would dump them on the first fighters to come into range of it. Didn't have enough hangar bays in my fleet to get complete fighter coverage and sweep the skies, so I couldn't even use the linked missiles with pd weapon trick to force it to fire them. It also incidentally almost never fires a hammer barrage I have equipped on it (for personally piloting), only hurricane mirvs are fired about as you'd expect. A legion XIV I have performs quite admirably with locusts/hurricanes, but almost never used hammers. Default fit conquest never once fired the cyclones as far as I could tell, it was always at 20/20 whenever I swapped control to it.

Odd! I'm seeing reliable Hammer use in general, and so far (from the save Anvel sent in) not seeing the use of Sabots vs fighters. Wonder what's different.

I appreciate the burn AI being changed to be more cautious, but as far as I can tell, my legion doesn't actually use it at all outside of full assault. Not even as mobility to hurry through the battlespace.

Hmm, just at a quick glance, it seems to be using it for mobility just fine over here, so that's strange.
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Anvel

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1273 on: March 31, 2021, 12:13:57 PM »

Does this happen vs a "run simulation" opponent? If so: would you mind emailing me your save? fractalsoftworks [at] gmail [dot]com

Thank you!

Sent my save.
This mostly happens in big fights, sometimes he uses all sabot missiles on fighters even before he gets to capital ships, even if he started to fight one sometimes he just fire his missiles at the nearest enemy, not at the biggest threat or enemy he appointed at. Even in simulation vs 3 condors + astral, it seems he can't decide what to do, ending up shooting at fighters with his tahion lance and sabot missiles. Simulation vs 2 onslaughts, shoots his lance and hammers, not plasma or sabot.
I think ai behavior is just not aggressive enough, ship is so strong and durable it must jump on people trying to use all its weapons, and forbid sabot missile usage vs fighters.
« Last Edit: March 31, 2021, 12:47:46 PM by Anvel »
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intrinsic_parity

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1274 on: March 31, 2021, 12:17:27 PM »

I noticed one strange issue in the sim where a conquest with a cautious officer, with gunnery implants and gauss was using maneuvering jets to drift in and out of range for no reason against an onslaught (slow and completely outranged).

I've also felt like aggressive officers are less aggressive. I've seen an aurora with an aggressive officer use plasma jets to back off on 0 flux in real combat, although I've been having trouble reproducing that, there might have been some fighters around or something.
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