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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: Starsector 0.6.1a (Released) Patch Notes  (Read 158467 times)

TaLaR

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Re: Starsector 0.6.1a (In Development) Patch Notes
« Reply #15 on: September 19, 2013, 09:31:32 PM »

  • Augmented Engines and Unstable Injector are now mutually exclusive

Maybe Augmented Engines should also cost less OP? So far my impression has been that Unstable Injector is better for player-piloting and even AI in most situations.
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Thaago

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Re: Starsector 0.6.1a (In Development) Patch Notes
« Reply #16 on: September 19, 2013, 09:50:53 PM »

Very cool. The sheer amount of work you get done is astonishing sometimes... you sure you're staying sane?
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FloW

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Re: Starsector 0.6.1a (In Development) Patch Notes
« Reply #17 on: September 19, 2013, 11:42:15 PM »

From the .6 thread:

Although it isn't possible anymore to double the deceleration by pushing S and C at the same time, strafing (either SHIFT+A/D or Q/E) at 90° angle and decelerating (C) still give that bonus.
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Taverius

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Re: Starsector 0.6.1a (In Development) Patch Notes
« Reply #18 on: September 20, 2013, 12:37:25 AM »

Alex, is there any chance we can get the turn rate back on the info panel for a ship?

... although I'm not sure where you'd put it ...

  • Augmented Engines and Unstable Injector are now mutually exclusive

Maybe Augmented Engines should also cost less OP? So far my impression has been that Unstable Injector is better for player-piloting and even AI in most situations.
Aye, I always through it was weird how it didn't cost less points, given that it has less bonuses and arguably the same magnitude of downside.
« Last Edit: September 20, 2013, 02:51:16 AM by Taverius »
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Cosmitz

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Re: Starsector 0.6.1a (In Development) Patch Notes
« Reply #19 on: September 20, 2013, 04:10:22 AM »

Minor thing, can simulation use 'full CR' values and not the current CR value of the ship?
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Taverius

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Re: Starsector 0.6.1a (In Development) Patch Notes
« Reply #20 on: September 20, 2013, 04:57:13 AM »

Minor thing, can simulation use 'full CR' values and not the current CR value of the ship?
Click the CR bar up top to set the value used in the simulation.

Could be a little more obvious, I think, your not the first to miss it.
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Sordid

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Re: Starsector 0.6.1a (In Development) Patch Notes
« Reply #21 on: September 20, 2013, 05:22:18 AM »

  • Augmented Engines and Unstable Injector are now mutually exclusive



NOOOOOOOO!

...why must you do this? I rely on these with my Onslaught to be able to catch up to smaller ships! :'(
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Gotcha!

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Re: Starsector 0.6.1a (In Development) Patch Notes
« Reply #22 on: September 20, 2013, 05:24:39 AM »

Very cool. The sheer amount of work you get done is astonishing sometimes... you sure you're staying sane?

I have this gnawing feeling that Alex is not entirely human.
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Gibbatron

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Re: Starsector 0.6.1a (In Development) Patch Notes
« Reply #23 on: September 20, 2013, 05:28:59 AM »

Shows how big the last update really was that there are so many bugs  ;D Still more to come I imagine.
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Borgoid

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Re: Starsector 0.6.1a (In Development) Patch Notes
« Reply #24 on: September 20, 2013, 05:42:42 AM »

  • Augmented Engines and Unstable Injector are now mutually exclusive



NOOOOOOOO!

...why must you do this? I rely on these with my Onslaught to be able to catch up to smaller ships! :'(

This, except substitute Onslaught with Colossus(Neutrino) running around the field at a break-neck 127 blowing up capital ships.
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Taverius

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Re: Starsector 0.6.1a (In Development) Patch Notes
« Reply #25 on: September 20, 2013, 05:56:43 AM »

...why must you do this? I rely on these with my Onslaught to be able to catch up to smaller ships! :'(

This, except substitute Onslaught with Colossus(Neutrino) running around the field at a break-neck 127 blowing up capital ships.
I think that's kind of the point.

Unless its because you can get +2 burn with both, in which case this is the wrong solution to the problem.
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Megas

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Re: Starsector 0.6.1a (In Development) Patch Notes
« Reply #26 on: September 20, 2013, 06:36:31 AM »

I see the downside of Augmented Engines worse than Unstable Injector.  Engines are going down after a good hit regardless of four times damage or not.  At that point, repair time matters more, and it is forever with Augmented Engines.  Unstable Injector also have the acceleration benefit that Augmented Engines do not have.  Simply put, Unstable Injector is superior to Augmented Engines in every way.

Despite the heavy OP cost, I use Unstable Injector with *every* ship except Hyperion.

I would like it if Augmented Engines gets better, whether less OP, no downside, more acceleration like Unstable Injector, or... something.
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CopperCoyote

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Re: Starsector 0.6.1a (In Development) Patch Notes
« Reply #27 on: September 20, 2013, 07:09:25 AM »

I really like having the ability to fight on my terms. I'll be sad to see the augmented unstable injector combo going away. Will there be a blog post about these changes? Or if it's really straightforward a forum post? I'd like to know the reasoning.

Now that i think about it how come combat upgrades affects travel speed? I was under the impression they were only marginally related.
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Histidine

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Re: Starsector 0.6.1a (In Development) Patch Notes
« Reply #28 on: September 20, 2013, 07:23:26 AM »

For Augmented Engines, I'd reduce or eliminate the penalty and maybe give it a special new feature, like increased maneuverability or a bonus to the zero flux speed boost.
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Megas

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Re: Starsector 0.6.1a (In Development) Patch Notes
« Reply #29 on: September 20, 2013, 07:32:40 AM »

I only used Augmented Engines to stack with Unstable Injector.  Since that will be possible no longer, Augmented Engines will need something to make it better (and not worse) than Unstable Injector.  Just like how ITU is superior to DTU; DTU is more expensive than ITU, and cannot be used on small ships.
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