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Starsector 0.98a is out! (03/27/25)

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Author Topic: Starsector 0.98a (Released) Patch Notes  (Read 238876 times)

Talgo

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #1200 on: April 28, 2025, 07:43:20 AM »

I kind of like the positioning challenge that involves.
What positioning challenge? I have never seen AI ships attempt to maneuver around debris to get a shot off on a fighter squadron, and the player alone cannot meaningfully impact the rate of reclamation if more than one Fabricator is present.

Without it, swarms just mean doing a little bit more damage after killing a ship, with no extra strategy or thought.
Considering how the AI behaves I'm not so sure they would get the memo. Everything I've seen of their performance suggests to me that they would switch priorities to the nearest active Threat ship and focus on them, only shooting at the swarm from guns that don't have anything else in their arc. If the decomposing Threat ship in question has died completely separated from the group, with no other Threat ships nearby to distract its killer, maybe that should be an easy cleanup. Most of the Threat ships that would die in such a way are probably the low-cost Skirmish units anyway, god forbid the Threat gets a 2%CR slap on the wrist for bad positioning once in a while.
I also disagree that there would be no thought to it. Making the decision whether to spend your damage on the six swarms flying off a decomposing Line unit or on an active enemy ship is more of a choice than we get right now, where shooting the swarms just isn't an option because the Line unit's hulk blocks them.

In any case I don't think that the swarms should lose HP and decomposing ships should become intangible. I just think one or the other is worth experimenting with to see if it makes pursuing reclamation denial feel less like Charlie Brown trying to kick a football.
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Insolent Peon

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #1201 on: April 28, 2025, 08:11:45 AM »

I wonder if it would be possible to adjust the fabricator's CR recovery by the percentage of health remaining in the swarm. That way, even doing a little damage would have an effect.
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Megas

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #1202 on: April 28, 2025, 08:12:42 AM »

Found myself experimenting with Thumper not because the weapon is good, but to combo it with Thunderhead.  Does not matter much if a weapon is weak if they are spewing a lot of shots for Thunderhead to work with.

Question:  For continuous beams modified by High Scatter Amplifer, how are the number of hits calculated for them to proc Thunderhead?  I get the feeling it is similar to whatever is used to calculate hit strength.  They are proc'ing some, but not very much.
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Wyvern

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #1203 on: April 28, 2025, 08:26:25 AM »

In any event, it was a rare opportunity to unleash a battlestation on an enemy.  What was disappointing was even though I had Dragonfire DEMs prioritized and no other missiles, my Star Fortress used Squalls and MIRVs instead.  I felt let down.  I wanted to see a red light show.  With high-tech battlestations, whatever energy weapons I want prioritized they get used, but not the missiles for the midline battlestation.
Your high tech stations actually use the energy weapons you prioritize? I wish mine would, but they don't; they're all too happy to downsize the large weapons (even when I have large weapons prioritized) and install graviton or IR-auto beams even when the only mediums I have prioritized are pulse lasers.
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Megas

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #1204 on: April 28, 2025, 09:44:39 AM »

Your high tech stations actually use the energy weapons you prioritize? I wish mine would, but they don't; they're all too happy to downsize the large weapons (even when I have large weapons prioritized) and install graviton or IR-auto beams even when the only mediums I have prioritized are pulse lasers.
When I prioritize Tachyon Lance, they use them.  If I do not prioritize the lances, I see autopulse or plasma cannon instead.

I built my midline Star Fortress precisely for Dragonfire spam (because they have the unlimited missiles hullmod), but I did not get it despite prioritizing Dragonfire only and none of the other missiles.  I now have half a mind to demolish both my midline stations and replace them with high-tech stations.

I may have finished all the crises, but it is nice having a station for freak events like random pirate encounters or random bounties placed on top of my well-defended colony.
« Last Edit: April 28, 2025, 09:47:13 AM by Megas »
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Wyvern

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #1205 on: April 28, 2025, 11:29:43 AM »

I'd go for the low tech station for dragonfires; it's got a good supply of medium missile mounts, and, for dragonfires on a station, the large version is a strict downgrade - lower fire rate and the ammo doesn't matter. Mid-tech star fortress has... lessee, four medium missile and four large missile mounts. By contrast, a low-tech station (of any grade) has eight medium missile mounts (and four composite mounts, though good luck getting it to actually put missiles in those.)

(Theoretically the high tech station ought to be decent too, due to having a lot of medium synergy slots... but the fittings I've seen tend to put energy weapons into those, even if you have a medium missile prioritized.)
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Alex

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #1206 on: April 28, 2025, 11:46:33 AM »

Hey,

Tried installing the new version but I get a warning from Windows 11 saying it could be malicious.

I tried reinstalling an older version and no such warning appears, so something changed with this version.

Question is: What changed?

Thanks.

It's just a different file, you know? With every releases some antivirus somewhere trips up on something.


Question:  For continuous beams modified by High Scatter Amplifer, how are the number of hits calculated for them to proc Thunderhead?  I get the feeling it is similar to whatever is used to calculate hit strength.  They are proc'ing some, but not very much.

IIRC beams do an average of 10 hits per second and that should count the same way for HSA and Thunderhead if they're doing hard flux.
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Doctorhealsgood

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #1207 on: April 28, 2025, 10:33:38 PM »

I have been fighting the Threat in a new run and on this one i am running around as a mostly flagship focused build with 2 neural linked dooms and i gotta say. The Doom's mines are a sublime way to deal with the reclamation swarms (and maybe the  construction swarms if you see them coming but probably not reliable at all). Who would had known that the best way to stop a bunch of things with a predictable moving pattern was mines?
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Lawrence Master-blaster

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #1208 on: May 01, 2025, 02:54:20 AM »

Were bounties stealth-buffed in 0.98a? They seem to pay way more for their size. They also seem more aggressive(2 cruisers+6 destroyers "chasing" my full 240 DP stack)
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Megas

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #1209 on: May 01, 2025, 05:30:18 AM »

I'd go for the low tech station for dragonfires; it's got a good supply of medium missile mounts, and, for dragonfires on a station, the large version is a strict downgrade - lower fire rate and the ammo doesn't matter. Mid-tech star fortress has... lessee, four medium missile and four large missile mounts. By contrast, a low-tech station (of any grade) has eight medium missile mounts (and four composite mounts, though good luck getting it to actually put missiles in those.)

(Theoretically the high tech station ought to be decent too, due to having a lot of medium synergy slots... but the fittings I've seen tend to put energy weapons into those, even if you have a medium missile prioritized.)
The idea was if I cannot have my Dragonfire spam because priority is ignored for missile weapons, then I go back to high-tech for priorities that seem to be honored with normal (ballistic or energy) weapons and because I like Tachyon Lance or Plasma Cannon spam too.  I only built midline stations because I wanted Dragonfire spam, but I did not get it despite setting priorities for it.

I dislike midline battlestations because their shape and rapid spinning pose a hazard for my ships.  The other two are mostly round.  Also, the midline star fortress almost mined my ships along with the enemy.  The mines kept appearing, and they do not seem to spawn the same way like from the Mine Strike system.

I like to match station color with the planet, so the type I build generally depends on the planet color.  Low-tech for a reddish world, midline for a yellow Toxic or Gas Giant, high-tech for anything with water or ice.  If no clear match (like a gray Barren), I default to high-tech.
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Megas

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #1210 on: May 03, 2025, 05:39:38 AM »

Quote
Reality Disruptor: reduced duration of "slowed repairs" effect to 5 seconds (was: 10)
Just fought the Omega bounty and got this one to drop.  I still read 10 seconds on the tooltip for Reality Disruptor.

Tooltip for the Shroud's Inimical Emanation says 5 seconds, though.



I encountered a second dumb contact bounty that spawned inside my black hole colony system, and once again, my star fortress did not honor my missile priorities.  Still used Squalls and MIRVs as it pleased even after I put both large and medium Dragonfires on priority and nothing else in an effort to force the station to start a red laser show... and failing.  That gas giant is lucky that it is yellow, or else I would have torn the star fortress down and rebuilt it as a high-tech one by now.

Player should be able to outfit battlestation modules the same way as ships.  What good are priorities if they are not honored?
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Twilight Sentinel

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #1211 on: May 03, 2025, 10:00:53 AM »

I'm starting to get the impression that the open markets created via the commerce industry don't reflect your priorities for weapons and fighters either.  They do prefer spawning your prioritized ships, but the weapons and fighters feel a lot more like standard independent open markets.
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Killer of Fate

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #1212 on: May 03, 2025, 11:00:55 AM »

I'm starting to get the impression that the open markets created via the commerce industry don't reflect your priorities for weapons and fighters either.  They do prefer spawning your prioritized ships, but the weapons and fighters feel a lot more like standard independent open markets.
will it spawn anything of value considering open market only sells 0 class weapons?
There should be nothing there except Harpoon_single or Heavy Mortars
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Megas

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #1213 on: May 03, 2025, 11:33:44 AM »

I'm starting to get the impression that the open markets created via the commerce industry don't reflect your priorities for weapons and fighters either.  They do prefer spawning your prioritized ships, but the weapons and fighters feel a lot more like standard independent open markets.
They have only an Open Market on your colonies, and at least for commodities and weapons, it is about the same everywhere across factions (mainly basic or starter bp pack you already know from the start).  Only ships are where they stock whatever the faction uses along with the usual common civilians Open Market offers.
« Last Edit: May 03, 2025, 11:35:44 AM by Megas »
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Lawrence Master-blaster

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #1214 on: May 03, 2025, 01:16:41 PM »

Player should be able to outfit battlestation modules the same way as ships.  What good are priorities if they are not honored?

I've played with fitting stations before using the console commands mod and you can make them absurdly powerful if you do it. So that's probably why.
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