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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Author Topic: Starsector 0.97a (Released) Patch Notes  (Read 256524 times)

mobius twist

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1470 on: May 02, 2024, 06:36:13 AM »

To confirm for anyone who comes afterward: I played a few more seeds and found a Grendel blueprint in looting a research station in one of them. They exist and are part of the loot table.
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SpaceDrake

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1471 on: May 02, 2024, 12:41:08 PM »

Yep, I saw a Grendel print in my most recent run as well.
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Beep Boop

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1472 on: May 10, 2024, 02:30:43 AM »

Has anyone noticed that a Grendel appears to be just two Gremlins haphazardly welded together, not even aligned properly?
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Brainwright

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1473 on: May 10, 2024, 08:10:38 AM »

Yah, I think it's an improvement over the Hazard Mining mod's Mulligan.
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Killer of Fate

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1474 on: May 15, 2024, 09:22:23 AM »

Has anyone noticed that a Grendel appears to be just two Gremlins haphazardly welded together, not even aligned properly?
yes, sort of... Phase ships tend to be extrapolations of smaller vessels, cause phase patterns are meant to be consistent. But Grendel is much more so, because it's a wacky design made by an arrogant dude, sort of like the Executor is. And even though the game states it isn't practical, it's probably one of the better phase ships in the game.
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Shirobine

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1475 on: May 15, 2024, 10:59:50 PM »

I hope we get access to the AI blueprints of the hegemony ships alongside the Guardian someday. Although I imagine it's only a matter of time before we actually start getting some concequences for using AI as well...
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A_Random_Dude

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1476 on: May 16, 2024, 12:55:46 AM »

The hulls from the hegemony AI fleet aren't separate ship designs though. Just one-off modifications that came after their production. There's also the idea that being able to reliably produce those ships like any other regular ones (without d-mods to top it off) would feel (and probably be) like a kind of cheat-y thing in the long run. Consequences for AI ship use would be kind of nice though, on that we agree.
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PizzaInSpace

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1477 on: May 25, 2024, 07:30:35 PM »

I've been wondering how come the hegemony have been unable to replicate the XIV battlegroup technology? What's stopping them from making better ships? Tri-tach and Persean league have ships that excel a lot better in the flux department but what's stopping hegemony from modernising and even improving on their aging hull design even further?
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Seeing a paragon with gigacannons and kinetic blasters scaring a radiant was very unexpected.

Brainwright

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1478 on: May 25, 2024, 11:22:17 PM »

I've been wondering how come the hegemony have been unable to replicate the XIV battlegroup technology? What's stopping them from making better ships? Tri-tach and Persean league have ships that excel a lot better in the flux department but what's stopping hegemony from modernising and even improving on their aging hull design even further?

I'm just making some guesses based on past blog posts, but the XIV battlegroup tech that we see is what's left after 50 years of burning hard through uncivilized space without facilities for proper refit.  It's all likely heavily degraded from its original spec, and rather than simply being primitive by comparison to midline and high tech models, it's actually just focused on engines that move titanic masses of armor.

So if you consider that power constraints are dictated by heat generation, low tech ships spend most of their power in their engines to move their armored masses.  The reason other ships are able to get better flux stats is the reduced armor means their engines eat less power, reducing their heat generation.

Even in the game, we see the Hegemony is moving toward a Midline base as they simply can't reproduce the initial XIV Battlegroup tech.
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A_Random_Dude

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1479 on: May 26, 2024, 04:56:34 AM »

Could just be that, since most if not all ships come from blueprints (post-collapse era tech), and the only instances of actual, professional bp modifications were extremely expensive which required specialized knowledge that most of the sector simply lacks nowadays, then it's simply not worth it to do it for an entire line of battlegroup ships.

There's also the fact that we seem to lack the proper knowledge on how such modifications were done to begin with, and the few examples that survived both the 50 years journey and the subsequent 2 AI wars are just too precious to be torn apart for study.

Finally, the Hegemony seems to be doing well enough with mostly regular lowtech fleets, so why bother with slightly better versions of those, really.
« Last Edit: May 26, 2024, 05:00:30 AM by A_Random_Dude »
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Beep Boop

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1480 on: June 01, 2024, 03:11:06 AM »

Also those XIV modifications are apparently extremely expensive: An XIVslaught costs more than a Paragon!
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Brainwright

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1481 on: June 02, 2024, 08:36:27 AM »

Could just be that, since most if not all ships come from blueprints (post-collapse era tech), and the only instances of actual, professional bp modifications were extremely expensive which required specialized knowledge that most of the sector simply lacks nowadays, then it's simply not worth it to do it for an entire line of battlegroup ships.

Nah, it's routinely stated that a lot of Old Domain tech is simply incomprehensible.  Like the shell used in Arbalest and Heavy Autocannons.

The Onslaught bp we use is likely the exact same one used to manufacture the XIV Legion ships, but Persean shipyards don't do all the magic that makes the Domain-built ships better.  Like AI-core integration.

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Killer of Fate

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1482 on: June 02, 2024, 08:46:47 AM »

Also those XIV modifications are apparently extremely expensive: An XIVslaught costs more than a Paragon!
probably cause canonically it is impossible to manufacture a XIV Onslaught, whereas a Paragon can still be quite easily made.
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Beep Boop

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1483 on: June 03, 2024, 09:07:02 PM »

probably cause canonically it is impossible to manufacture a XIV Onslaught, whereas a Paragon can still be quite easily made.
It isn't. Only the XIV Legion BP is lost, XIVslaught is still manufacturable. And the inability of manufacturing is tied to the possession of the BP, not the cost, anyway. All the XIV ships are considerably more expensive than their standard counterparts.
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TK3600

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1484 on: July 05, 2024, 08:56:30 AM »

Bug report: disrupt industry mission still require disrupt 60 days as opposed to halved amount. It require you to disrupt twice lol.
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