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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 0.7a (Released) Patch Notes  (Read 574359 times)

Thana

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #840 on: November 20, 2015, 12:37:12 PM »

I must say that this update has made being a trader - at least in the beginning - considerably more interesting. Not that I played around much with the last version or that I've gotten far at all in this one yet, but that's my early impression. The missions are a good addition.
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SpacePoliticianAndaZealot

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #841 on: November 20, 2015, 12:47:06 PM »

Quote
Friendly AI is completely ***. I have a big ship and a small ship. Literally all I need the small ship to do is to guard my flank against *** little frigates and fighters. What does it do? Half the time it charges into the middle of an enemy group and dies immediately, the other half it decides to pass in front of me as I'm firing, gets its engines shot up, and dies immediately.


Did you use an escort command? Or otherwise order it to do something? Sometimes the AI charges ahead (hopefully officer AI helps with that, but I haven't gotten first hand testing yet). I will often put an escort command on my main ship to keep us all bundled until things get heavy, and then I remove it to give them more maneuvering freedom.

I have noticed that my escorts pass in front of me more often when I'm high on flux. No idea if thats true or just what I'm thinking. Anyway, consider using your ally as cover instead of shooting them - they will often open up a long enough window for an aggressive vent, after which things are golden.

I can confirm that. When I'm venting my Wolf, my other Wolf, which is escorting me, moves forward for the duration of the venting, if there are enemies in range.
On the other hand, things get a little screwy when the escortee is overloaded, but I really can't blame the AI for that. All I can do is (situations reversed) go berzerk on whoever overloaded my escort in hope of drawing its attention.
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Sordid

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #842 on: November 20, 2015, 12:49:19 PM »

Did I ask for help or comment? No, I did not. I played this game for hundreds of hours, probably much longer than either of you. I know what I'm doing and I know what I'm seeing the AI do. I'm not asking for help from you, I'm offering help to the developer. If you want to respond in some way, "thank you for helping make the game better" would be appropriate.

I also forgot to mention the ship movement, both on the map and in battle. It needs to be way, way more responsive. The inertia is tuned way too high. Not only does this make the game frustrating for the player, even the AI can't handle it. I happened upon a battle I wanted to join, so I clicked it. Instead of, y'know, going to it, my fleet (well, my ship) went past it, in a complete circle around it, and only then came into contact with it.
« Last Edit: November 20, 2015, 01:00:56 PM by Sordid »
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Spoorthuzad

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #843 on: November 20, 2015, 12:57:38 PM »

thank you for helping make the game better?

However I didn't see those problems when I was playing but whatever
« Last Edit: November 20, 2015, 12:59:50 PM by spoortje1 »
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Aklyon

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #844 on: November 20, 2015, 01:00:46 PM »

You sound more annoyed than helpful about things I don't think I saw either (besides the quickload). A bit superior about your playtime as well, perhaps.
« Last Edit: November 20, 2015, 01:02:37 PM by Aklyon »
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Sordid

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #845 on: November 20, 2015, 01:03:21 PM »

Yes, I am annoyed. It's the same damn thing every single damn time. I post my feedback for the dev and a whole bunch of people chine in with "nyah nyah, you just suck at the game", "nyah nyah, I didn't see these problems". Well the fact that they didn't see them is clear indication that it's them who need to learn more about the game. If there's one thing that can *** me off, it's when I get unsolicited lecturing from people who don't know what the hell they're talking about.

I apologize for my tone.
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Sy

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #846 on: November 20, 2015, 01:03:43 PM »

I played this game for hundreds of hours, probably much longer than either of you.
not gonna comment on the rest, but i'm preeeeetty sure that there are many people here who have played the game for literally hundreds of hours already. and i'd guess that many of the modders have played the game and worked with the underlying code for thousands of hours.
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Tartiflette

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #847 on: November 20, 2015, 01:05:24 PM »

Did I ask for help or comment? No, I did not. I played this game for hundreds of hours, probably much longer than either of you. I know what I'm doing and I know what I'm seeing the AI do. I'm not asking for help from you, I'm offering help to the developer. If you want to respond in some way, "thank you for helping make the game better" would be appropriate.
Did you ask for a comment? Yes since you posted it on an open forum. If you don't like that, maybe internet is not a place for you.
Now I spent probably a couple thousands of hours modding this game, I can't imagine the time I sunk in it playing. I looked at the code and I'm telling you: you are wrong. No "maybe" no "but", wrong. The AI doesn't cheat.

On a personal note, I'm not about to politely reply "Thank you something" to someone starting his post with
I have to say I'm very disappointed by your failure to fix the long-standing problems.
Especially when I see neither a failure, nor any long standing problem of that sort. Point of view that seems shared by a lot of people here.
« Last Edit: November 20, 2015, 01:07:29 PM by Tartiflette »
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Euqocelbbog

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #848 on: November 20, 2015, 01:06:24 PM »

Did I ask for help or comment? No, I did not. I played this game for hundreds of hours, probably much longer than either of you. I know what I'm doing and I know what I'm seeing the AI do. I'm not asking for help from you, I'm offering help to the developer. If you want to respond in some way, "thank you for helping make the game better" would be appropriate.

I also forgot to mention the ship movement, both on the map and in battle. It needs to be way, way more responsive. The inertia is tuned way too high. Not only does this make the game frustrating for the player, even the AI can't handle it. I happened upon a battle I wanted to join, so I clicked it. Instead of, y'know, going to it, my fleet (well, my ship) went past it, in a complete circle around it, and only then came into contact with it.

Lmao he mad
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Nanao-kun

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #849 on: November 20, 2015, 01:08:35 PM »

Considering I do the exact same thing the AI does in battle to avoid getting hit, perhaps you need more practice?
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Sordid

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #850 on: November 20, 2015, 01:11:23 PM »

I played this game for hundreds of hours, probably much longer than either of you.
not gonna comment on the rest, but i'm preeeeetty sure that there are many people here who have played the game for literally hundreds of hours already. and i'd guess that many of the modders have played the game and worked with the underlying code for thousands of hours.

Sure they have, but they're fans of the game and therefore blind to its faults. You see it with fans all the time, defending blatant faults to the hilt or even citing them as positive points. Console gamers claiming that 30 fps is better than 60 fps because it's more 'cinematic' is just the most prominent example, but every product under the sun has its own flavor of this, including this game.

I'm not a fan, and that makes my feedback far more valuable. The dev doesn't need to be told his game is good. He already knows that, he wouldn't put features into the game that he thought were bad. Disagreeing with negative feedback is a great way to pat one's own back, tribal mentality and all that, but it's not all that useful.

And yes, I'm aware this sounds hugely arrogant, and again, I am sorry for that. That doesn't make it any less true, though.

The AI doesn't cheat.

So it can't go out of bounds in battle, then? It doesn't have faster reactions than a human?
« Last Edit: November 20, 2015, 01:13:56 PM by Sordid »
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Spoorthuzad

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #851 on: November 20, 2015, 01:12:20 PM »

Guys let's not try to *** off Sordid any more then is needed.

Alex will look at these issues and will undoubtly change things where needed.
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Gothars

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #852 on: November 20, 2015, 01:18:57 PM »

@Sordid: You got a PM.

Back to topic, please.



I would say that the AI has some advantages that are owed to its nature as an AI, just as the human player has advantages due to him or her being able to learn and improve and improvise. The game gives no side a systemic advantage, and that's what's important imo.
« Last Edit: November 20, 2015, 01:22:57 PM by Gothars »
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The game was completed 8 years ago and we get a free expansion every year.

Arranging holidays in an embrace with the Starsector is priceless.

TJJ

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #853 on: November 20, 2015, 01:28:19 PM »

@Sordid

The AI has superior reaction times.
The Human has superior strategy.

That's how every game with AI works.
If the AI had Human reactions, the game would be too easy.
If the AI had Human strategy, the Human race would be little more than a smudge upon the heel of our Artificially Intelligent overload's boot.

You're correct in regard to the AI cheating with its Out of Bounds maneuvers.
Though in the many thousands of battles I've played, it's probably had a meaningful impact upon the outcome 1 or fewer times.
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Sy

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #854 on: November 20, 2015, 01:30:00 PM »

has any of you guys seen the Gryphon yet? haven't found it in any markets or fleets so far, and can't even get it in the Random Battle mission to take it for a test ride either q_q
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