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Author Topic: Starsector 0.95.1a (Released) Patch Notes  (Read 251078 times)

intrinsic_parity

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Re: Starsector 0.95.1a (Released) Patch Notes
« Reply #690 on: December 13, 2021, 08:52:38 PM »

Coordinated Manoeuvrers is too Frigate Focussed to be considered a general skill, a frigate costs only a few DP and give high boni, destroyers give something everything else abyssal, a light cruiser fleet e.g. mostly falcons should get a decent buff from it.
Nav rating is fleet wide, every ship benefits from the speed boost equally. The skill basically says if you deploy a few smaller ships, your entire fleet gets a speed boost. You don't need to focus on frigates at all, literally just deploy 2-3 omens and set them to escort stuff, and then deploy whatever else you want and you will probably get the full 20% boost.
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float

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Re: Starsector 0.95.1a (Released) Patch Notes
« Reply #691 on: December 13, 2021, 10:29:54 PM »

My custom production odyssey with a pristine nanoforge and 95% production quality turned out to have 4 d-mods. I've never seen a custom production with 95% quality have so many d-mods before. Is this a bug, extremely rare occurrence, or new feature (production gathering point wasn't the colony with the nanoforge and my fleet doctrine was set to maximum number of ships, but if I recall correctly neither of these used to affect custom production quality)?

Edit: sent the save data.
« Last Edit: December 13, 2021, 10:51:23 PM by this_is_a_username »
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Alex

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Re: Starsector 0.95.1a (Released) Patch Notes
« Reply #692 on: December 13, 2021, 10:31:42 PM »

That sounds like it's probably a bug. Would you mind sending me your save so I can take a look?

fractalsoftworks [at] gmail [dot] com
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Wyvern

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Re: Starsector 0.95.1a (Released) Patch Notes
« Reply #693 on: December 13, 2021, 10:53:18 PM »

Did you build an extra heavy industry to get a higher production cap? There's a "officially not a bug" where doing that can crash your production quality.
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SCC

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Re: Starsector 0.95.1a (Released) Patch Notes
« Reply #694 on: December 13, 2021, 10:58:35 PM »

Greetings all,

As a new player, I have noticed one thing that probably should be changed.
There are two kinds of players: one which prefers to personally fly the ship in fights and the one which never does that.
This means, that players who prefer to explore rather than fight, have no use for the first tier of skills (mostly) because the emphasis is on fleet properties and feats.

In short: the pool of experience for "fighters" should gather experience from directly fighting and then being applied on skills which only affect player's ship.

As an "explorer" I almost never pick personal skills because they are useless for fleet activity.

This is why I think the two kinds of experience should be almost completely calculated and applied differently and separately.

On the other hand, you can use your piloting to make exploration more efficient (if you replace multiple ships with just your flagship) and you can use your fleetwide skills to make fighting more efficient (by mitigating losses or making your whole fleet better). You can do just fine without personal skills, though, and you don't have to set your flagship to a combat ship or deploy it to all fights, either.

float

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Re: Starsector 0.95.1a (Released) Patch Notes
« Reply #695 on: December 13, 2021, 11:06:28 PM »

Did you build an extra heavy industry to get a higher production cap? There's a "officially not a bug" where doing that can crash your production quality.

Unfortunately this isn't the case as I only have one colony with an orbital works.
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Sly

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Re: Starsector 0.95.1a (Released) Patch Notes
« Reply #696 on: December 13, 2021, 11:35:06 PM »

I just noticed ill-advised modifications can be removed now, is this a bug? How long have you been able to do this? If it stays this way, I'll absolutely use some LP ships now!
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SonnaBanana

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Re: Starsector 0.95.1a (Released) Patch Notes
« Reply #697 on: December 14, 2021, 12:02:57 AM »

Told you about CA needing to give some sort of fleetwide bonus  :P

You might've mentioned it giving bonuses to marines once or twice :) As I think I've mentioned, though, suggestions without laying out your reasoning behind the idea are not, to be perfectly honest, very useful. 99% of the time, the thinking behind it is more interesting and valuable than the actual idea, and it's more likely to spawn a discussion that something else might come out of, too. For example, if you just say, "I think X", there's not much of a conversation to have, is there? But if you say "I think X because Y", then there's more there to engage with.
+25% raid effectiveness because +100% from old Ground Operations got reduced to Tacticall Drills' +50%. Maybe even +50%? It is thematically appropriate.

-15% minimum crew is minor while hopefully not mechanically underwhelming. Also thematically appropriate.

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Brainwright

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Re: Starsector 0.95.1a (Released) Patch Notes
« Reply #698 on: December 14, 2021, 12:13:59 AM »

I just noticed ill-advised modifications can be removed now, is this a bug? How long have you been able to do this? If it stays this way, I'll absolutely use some LP ships now!

At the very least since the last update.

I'm having a lot of fun with the new phase ship.  The last update, phase ships were so fragile, you could only sneak attack.  The new penalties make it much more of a brawl, and I like it like that.  My Shade hardly ever comes back in without its armor completely shredded.

Phase Anchor is near broken.  It's kind of like SO for phase ships.  I can use the cooldown reduction to push ridiculous amounts of damage with a basic set of weapons.  Just try a Harbinger with two phase lances and an ion pulser.  It hasn't lost any power after the quantum disrupter nerf.

I mean, have you seen how fast phase anchor adds charges to an ion pulser?  That's going to be absolutely broken once I get [REDACTED]

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vladokapuh

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Re: Starsector 0.95.1a (Released) Patch Notes
« Reply #699 on: December 14, 2021, 12:52:51 AM »

i find passing through slipstreams when not aligned with my destination rather annoying, since autopilot handles it wierd, and i got to use eburn. Even if it doesnt make much sense, could "moving slow" allow you to pass through? Mostly QoL perspective

for cybernetic augmentation.. i like the idea of using cores to boost an officer with selectable ability, like cores allow. 1-2 abilities that you can select freely would be really neat.
« Last Edit: December 14, 2021, 01:13:14 AM by vladokapuh »
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float

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Re: Starsector 0.95.1a (Released) Patch Notes
« Reply #700 on: December 14, 2021, 01:23:01 AM »

Actually, it looks like custom production code is in the api. Here is the relevant code for 0.95.1a:

Code
		
float quality = 0f;
for (MarketAPI market : Global.getSector().getEconomy().getMarketsCopy()) {
if (!market.isPlayerOwned()) continue;
quality = market.getStats().getDynamic().getMod(Stats.PRODUCTION_QUALITY_MOD).computeEffective(0f);
quality += market.getStats().getDynamic().getMod(Stats.FLEET_QUALITY_MOD).computeEffective(0f);
}
quality -= Global.getSector().getFaction(Factions.PLAYER).getDoctrine().getShipQualityContribution();
quality += 4f * Global.getSettings().getFloat("doctrineFleetQualityPerPoint");

And here is the ship quality code from 0.95a-RC15:

Code
float quality = 0f;
for (MarketAPI market : Global.getSector().getEconomy().getMarketsCopy()) {
if (!market.isPlayerOwned()) continue;
quality = Math.max(quality, ShipQuality.getShipQuality(market, Factions.PLAYER));
}
quality -= Global.getSector().getFaction(Factions.PLAYER).getDoctrine().getShipQualityContribution();
quality += 4f * Global.getSettings().getFloat("doctrineFleetQualityPerPoint");

So whereas 0.95a was taking the maximum ship quality out of all player-owned markets, if I'm reading this correctly, 0.95.1a is just using the ship quality info of whatever happens to be the last player-owned market in the market list. Makes sense then, since my last colony is a throwaway tech-mining colony, but it doesn't seem like this was intended.
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Sarissofoi

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Re: Starsector 0.95.1a (Released) Patch Notes
« Reply #701 on: December 14, 2021, 01:26:07 AM »


Was short on fuel and used distress signal(have fleet - 1 destroyer+tanker and like 6 frigates). The hegemony patrol offered 3(three) fuel. Could thank them with 20k credits. Not amused.

Hmm, nothing changed there, so I suspect you probably had barely enough fuel to get back - iirc how much you get offered depends on how much fuel you need (considering what you already have) to get back to the nearest core world.

Well I have like 30 fuel and the 3 more fuel wasn't making any difference.
In the end I drifted like half way to the core world but that was kind of close. Maybe there was some pirate or panther base nearby.

Originem

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Re: Starsector 0.95.1a (Released) Patch Notes
« Reply #702 on: December 14, 2021, 03:41:46 AM »

Well, about modding...
can dependencies mods have a setting like >=1.0.0, not completely equals 1.0.0

I don't think that'd make sense, since that'd be saying that no future version of the dependency could possibly break this mod, and that's not something the mod can guarantee. (Regardless, not something I'd want to touch for a hotfix...)

But in the opposite, the mods use new feature of the dependency mod won't warn the player if the dependency mod is old...
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Mortrag

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Re: Starsector 0.95.1a (Released) Patch Notes
« Reply #703 on: December 14, 2021, 04:48:40 AM »

i find passing through slipstreams when not aligned with my destination rather annoying, since autopilot handles it wierd, and i got to use eburn. Even if it doesnt make much sense, could "moving slow" allow you to pass through? Mostly QoL perspective

First I thought the same thing, but now with 10 hours in the new update, it looks a bit different:
A "you have to slow down"-obstacle already exists with the hyperstorms. Changing the slipstreams that way, would make hyperspace-travel a bit more boring again.
In it's current state it surely is a more difficult obstacle, but because of that it gives you a different and interesting challenge, with several ways to tackle it:
1. Using eburn, as you mentioned it.
2. Using an S-turn to get a bit of it's speedboost and passing it.
3. Checking for a system in it's way, because there are breaks in the slipstream and you can pass it without any problem.
« Last Edit: December 14, 2021, 05:41:50 AM by Mortrag »
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paulogabbi

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Re: Starsector 0.95.1a (Released) Patch Notes
« Reply #704 on: December 14, 2021, 05:56:00 AM »


But i think i have a problem in my game, and i don't know if i am going crazy or because it is a 1.5.1 save something is wrong.

Can anyone confirm if the  "hull restoration" is actually removing D mods per month, because i think i did play a entire year and did not got a single one removed

Hmm - I think it should work? But if you can send me your save, I can take a quick look.

fractalsoftworks [at] gmail [dot] com


Dome i did send you the save file, but i am almost sure it is something to do with my mods
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