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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 574371 times)

Megas

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1185 on: November 25, 2015, 09:18:54 AM »

Safety Override would be good on civilians IF they have enough OP left after obligatory Augmented Engines on them.  They need AE just to keep it with combat ships with +1 burn over civilians of the same size.

In early game, I sometimes use shuttles with an aggressive officer in combat.
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Sy

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1186 on: November 25, 2015, 09:34:25 AM »

i'm not using any Atlas yet, so my civilian ships all have the same (or higher) burn speed as the rest of my fleet. Prometheus might have enough OP for both, with rank 10 combat and technology.
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Megas

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1187 on: November 25, 2015, 09:45:23 AM »

Atlas is slow, burn 8 with Augmented Engines and a tug, and both are hogs.  So far, I have no need for gigantic hauls.  If I need a big freighter, I will probably grab a Starliner.  Not only it can carry a nice chunk of cargo, it has so much personnel capacity that human trafficking might be lucrative option.

If I have cruisers in my fleet, I want burn 9.  If destroyers or less, burn 10.
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Aklyon

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1188 on: November 25, 2015, 10:36:46 AM »

You can use ally ships in the simulator, you know. It just ends up costing some credits if you're outfitting it at the same time since you have to actually buy the weapons to switch ships. Just setup the ship loadout and pilot something else while bringing the other ship in as reinforcements in the sim.
« Last Edit: November 25, 2015, 10:38:53 AM by Aklyon »
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Sy

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1189 on: November 25, 2015, 10:48:00 AM »

One thing that we desperately need and don't yet have is a way to toggle/turn off player skills individually.
actually, i'm pretty sure testing ships in the simulator does use its currently asigned captain; that can be you, one of your officers, or no captain at all. you see the current one in the upper left corner of the Refit screen (and can change it directly from there). if the ship you're testing isn't your current flagship and has no officer, it shouldn't profit from any skills.
it's a bit hard to test this for something like +20% increased damage, but it clearly works for the +1 ammo of Missile Specilization rank 5, at least.
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TaLaR

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1190 on: November 25, 2015, 11:17:22 AM »

When some newbie says, "hey guys how do I fight the Luddic Path SO ships" it would be a lot better to be able to give him a design that he can build at level 1, rather than saying, "okay first get to level 22 so you have Optimized Assembly and +20% OP like I do on my current character, then build your starter Wolf this way", I'd like to temporarily reduce my OP back down to default levels so I have the same thing to work with as a new character.  There's no way to do that short of starting a new game at the moment, right?

That's simple - just open a mission that includes Wolf and refit it there.
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Aklyon

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1191 on: November 25, 2015, 11:33:29 AM »

I'd like to temporarily reduce my OP back down to default levels so I have the same thing to work with as a new character.  There's no way to do that short of starting a new game at the moment, right?
Console Commands mod: Respec. Though currently it has a minor bug in not actually resetting your attribute points but giving you the points as if it did.
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Serenitis

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1192 on: November 25, 2015, 11:55:22 AM »

A weird thing happened.

There was a huge mass of ships shooting each other to bits in hyperspace off Arcadia, with three parties involved:
A Hegemony patrol.
A Luddic merchant fleet.
A cluster of half-dozen Pirate raider fleets.

I thought it would be super cool to go and help out those lovely Hegemony folks in the (vain) hopes they'd give me one of thier mighty fine hats.
So I click on the nearest pirate to join in and....
No-one trusts me enough to share thier IFF codes.
What.
Is my transponder on?
Yep.
What.

It took me a while to end up at the guess that it was becasue I'm hostile to the Church (because Hegemony cargo boxes are evil).
Is this the right guess?

Also, no hat.

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Alex

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Re: That's no moon, it's an Impressions of 0.7a post!
« Reply #1193 on: November 25, 2015, 12:06:56 PM »

Just want to pop in and say thank you for all the feedback! Keeping up with reading everything, but it's gotten a bit beyond my capacity to respond to everything, while still doing all the stuff that needs doing for 0.7.1a.

The AI is vastly improved.  I've said some real harsh things in the past like "I will play Iron Mode when the game has a checkbox that says 'AI captains don't suicide my only Tempest'" and at this point I feel my concerns have been alleviated.  In a campaign and a half I have not had my AI companions blatantly suicide one single ship, it's a great change that they seem to know "when that pirate Dominator blows up it will destroy my Wolf if I'm within 100 of it so I better back up a little".  It's a tiny change but it makes a huge difference.  At this point I actually trust my AI soldiers with my expensive ships.  (Too bad I have never yet seen my precious Tempests for sale outside of a Tri-Tach military market ever so I can't see if the AI can be trusted with them.)

"Escort" is no longer a death sentence for the escorting ship, good change there.  I love the "Avoid" command as well.  My most recent bounty was a 40000-credit pirate fleet of several Wolfs, Cerberuses, and Kites, captained by a Dominator, and with the current fleet I mentioned above I was able to use the Avoid command on the big guy and all my ships stayed away from him until the other enemies were destroyed.

(I have to say, that really means a lot.)

It took me a while to end up at the guess that it was becasue I'm hostile to the Church (because Hegemony cargo boxes are evil).

Yep. An explanation for why you can't join might be a good idea, hmm.
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Sy

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1194 on: November 25, 2015, 12:16:23 PM »

Huh, I'll be darned.  Is that a new feature in 0.7a?
i don't think it's new, but i'm not 100% certain.

rather than a way of temporarily removing skills, i'd like to see a simulator that's accessed directly from the main menu, with access to all ships, weapons and hullmods, and the ability to use a specific skillset of any level. yes, missions do work for that (minus the skills) but you need to click through them until you find the ship you want to test, which can get rather tedious, especially with mods installed -- and some ships just aren't part of any missions at all.

Also, no hat.
so sad. you might've even gotten one from the Luddic guys. church people always have the fanciest hats!
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Megas

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1195 on: November 25, 2015, 12:44:44 PM »

Being able to use ships without your flagship captain has been around since 0.54.  However, using nameless captain does not prevent fleetwide bonuses from applying to all of your ships.
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Sy

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1196 on: November 25, 2015, 12:56:09 PM »

i'm getting the feeling some of these mission objectives aren't very realistic...

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Megas

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1197 on: November 25, 2015, 01:12:12 PM »

Now you need an Atlas fleet if you could find that many lobsters.
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SCC

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1198 on: November 25, 2015, 01:43:09 PM »

Persuading two dagger wings to fire at their own Astral with a Sunder: golden.

Dri

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1199 on: November 25, 2015, 01:50:07 PM »

Man, Dagger wings scare me when I'm in a cruiser much more than other cruisers!
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