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Author Topic: Starfarer 0.53a (Released) Patch Notes  (Read 368045 times)

CrashToDesktop

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #675 on: July 29, 2012, 06:12:52 PM »

Mirco-managing id left to your "subordinates," the AI.  it determines the best ship for the job.
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moontan

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #676 on: July 29, 2012, 06:14:53 PM »

Mirco-managing id left to your "subordinates," the AI.  it determines the best ship for the job.

well,

me and the AI have a difference of opinions on this.   ;)
« Last Edit: July 29, 2012, 06:18:06 PM by moontan »
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Alex

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #677 on: July 29, 2012, 07:53:21 PM »

Direct Fire?  What's that?  Haven't been around here enough to know that. :)

Direct Fire

one thing i would like to be able to do is to specify  a ship for escort.

i like flying the Hyperion and have a Tempest as escort.

but i can not if i have fighter wings because the game will assign me a fighter wing instead of the Tempest.
which means i don't use fighters.
Mirco-managing id left to your "subordinates," the AI.  it determines the best ship for the job.

well,

me and the AI have a difference of opinions on this.   ;)

Fair enough :) Without going into too much detail, this is something I'd like to handle better. I think the concern you bring up is a valid one (and comes up in some other situations). I've got some thoughts on how to address it - but nothing that's definite enough that I can really talk about.

Also: hi, and welcome to the forum!
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CrashToDesktop

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #678 on: July 29, 2012, 08:09:03 PM »

That direct fire?  I know that one easily enough.  Thought it was something else, but I don't see the difference.

Anyways, any features like that, I have no problem with so long it doesn't have a large effect on gameplay.  Add it in. :)
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Amazigh

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #679 on: July 29, 2012, 09:47:54 PM »

Well, I had said Direct Fire as a reference to what a Ballistic/Energy weapon slot is called in Mechwarrior4.

Having Hidden missile mounts on some of my ships it's kind of disappointing how some regular missile weapons will display the missiles even if the mount is hidden, I get that this is for fighters where the weapon mount is not needed but the missile is, but a MRM Pod is Extremely unlikely to be mounted on a Fighter, so possibly some of the missile weapons could have RENDER_LOADED_MISSILES_UNLESS_HIDDEN rather than RENDER_LOADED_MISSILES, to allow for such mountings to be viable.
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hadesian

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #680 on: July 30, 2012, 03:02:42 AM »

Hm. Maybe with micro managing just for two or so extra clicks (or even predetermined in the options menu) you can set 'escort behaviour: automatic (ai handles like it does now) and manual (brings up a list of ships, on full escort it's a tickbox system).
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moontan

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #681 on: July 30, 2012, 03:42:24 AM »

Direct Fire?  What's that?  Haven't been around here enough to know that. :)

Direct Fire

one thing i would like to be able to do is to specify  a ship for escort.

i like flying the Hyperion and have a Tempest as escort.

but i can not if i have fighter wings because the game will assign me a fighter wing instead of the Tempest.
which means i don't use fighters.
Mirco-managing id left to your "subordinates," the AI.  it determines the best ship for the job.

well,

me and the AI have a difference of opinions on this.   ;)

Fair enough :) Without going into too much detail, this is something I'd like to handle better. I think the concern you bring up is a valid one (and comes up in some other situations). I've got some thoughts on how to address it - but nothing that's definite enough that I can really talk about.

Also: hi, and welcome to the forum!

tnx Alex!

congratulations on this jewel of a game.

at my age, i have played lots of games.
Starfarer is one of the very best i have played so far.
even at this Alpha stage.

just bloody amazing!  :)
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Alex

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #682 on: July 30, 2012, 07:39:24 AM »

Having Hidden missile mounts on some of my ships it's kind of disappointing how some regular missile weapons will display the missiles even if the mount is hidden, I get that this is for fighters where the weapon mount is not needed but the missile is, but a MRM Pod is Extremely unlikely to be mounted on a Fighter, so possibly some of the missile weapons could have RENDER_LOADED_MISSILES_UNLESS_HIDDEN rather than RENDER_LOADED_MISSILES, to allow for such mountings to be viable.

Hidden slots are really just meant to be used on fighters. Gameplay-wise, the player needs to be able to see what they're up against. With a fighter, you know that because their loadouts can't change. With a ship, you need to be able to see all the weapons.

I can see using hidden slots in a TC-style mod, but if you're aiming for something that works nicely with vanilla, that's not a great idea. Also, consider this: missiles would just pop into existence in this case. For a weapon that always works that way (i.e. the Swarmer), you can set up some smoke to hide the missiles showing up. For weapons that rely on the missile being visible prior to launch, making it hidden would result in a visual abnormality when you fire. Not horrible, but not good either.

All that being said, since you're making a mod, it'd be easy enough for that mod to also convert whatever vanilla weapons you like to use RENDER_LOADED_MISSILES_UNLESS_HIDDEN.

tnx Alex!

congratulations on this jewel of a game.

at my age, i have played lots of games.
Starfarer is one of the very best i have played so far.
even at this Alpha stage.

just bloody amazing!  :)

Thank you! Really happy you're enjoying it :)
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Amazigh

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #683 on: July 30, 2012, 12:58:31 PM »

Okay, i get what you mean with hidden weapons and how having weapons visible makes identifying variants easier.
Another thing that came up for me was I tried adding a drone wing of 8 fighters, but it crashed the game as soon as I entered a battle with them, could
you possibly expand the maximum size of fighter wings, assuming this is an engine limitation and not a bug.
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Alex

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #684 on: July 30, 2012, 01:05:40 PM »

Six is the fighter wing size limit. I don't see changing that, honestly - seems plenty high for most purposes, and would be quite a pain to change.
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moontan

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #685 on: July 30, 2012, 02:05:03 PM »

Six is the fighter wing size limit. I don't see changing that, honestly - seems plenty high for most purposes, and would be quite a pain to change.

yes, that's quite enough i think.

if i might be allowed one suggestion:

i find it's just a tad too easy to lure a ship (Hound and Piranha are good example) to attack you by showing your flank/rear to them for a short wile.
of course, this doesn't matter much in a multi-ships engagement, as you are surrounded anyway.
it's more noticeable in a fight versus 1 or 2 ships.

other than that, the AI is remarkable.
i think it's the best AI i have seen in an 'action' game so far.
« Last Edit: July 30, 2012, 02:32:22 PM by moontan »
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hadesian

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #686 on: July 30, 2012, 02:07:29 PM »

Six is the fighter wing size limit. I don't see changing that, honestly - seems plenty high for most purposes, and would be quite a pain to change.
i find it's just a tad too easy to lure a ship (Hound and Piranha are good example) to attack you by showing your flank/rear to them for a short wile.
I think that's a good idea, because if you "rectify" that then it won't go for the rear normally, which would be a bad move.
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moontan

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #687 on: July 30, 2012, 05:34:36 PM »

Six is the fighter wing size limit. I don't see changing that, honestly - seems plenty high for most purposes, and would be quite a pain to change.
i find it's just a tad too easy to lure a ship (Hound and Piranha are good example) to attack you by showing your flank/rear to them for a short wile.
I think that's a good idea, because if you "rectify" that then it won't go for the rear normally, which would be a bad move.

i edited my previous post slightly.

anyway, i think you are right.

maybe it could be tweaked a little, i don't know.
but i understand your concern.

cheers m8!  :)
« Last Edit: July 30, 2012, 05:37:05 PM by moontan »
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Alex

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #688 on: July 30, 2012, 05:45:13 PM »

if i might be allowed one suggestion:

i find it's just a tad too easy to lure a ship (Hound and Piranha are good example) to attack you by showing your flank/rear to them for a short wile.
of course, this doesn't matter much in a multi-ships engagement, as you are surrounded anyway.
it's more noticeable in a fight versus 1 or 2 ships.

other than that, the AI is remarkable.
i think it's the best AI i have seen in an 'action' game so far.

Hmm. Yeah, I see your point - but that's something that's a bit tricky to get just right. In large engagements it's actually a good behavior - since you're not as likely to actually be able to focus on the baited ship, and it could do some damage. In smaller engagements... it might not be the ideal behavior, but it's probably better than the Hound always hovering out of range :)
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moontan

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #689 on: July 30, 2012, 07:07:51 PM »

it's pretty amazing the way they spread out and try to attack you from every angle, while mounting co-ordinated assaults.

if i am at a disadvantage i like to find a nebula close by to help my defense, especially against fighters.

sneaky bastards!   ;D
« Last Edit: July 30, 2012, 07:15:46 PM by moontan »
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