Dr. Whammy
Executive Constructologist of the United Star Axis
I appreciate you taking the time to share your input. I'm at a loss as to what is causing this issue. I'll try another fresh install of 202-87 and see what happens.Just the original 10
I appreciate you taking the time to share your input. I'm at a loss as to what is causing this issue. I'll try another fresh install of 202-87 and see what happens.Just the original 10
I'm grateful that we can have this discussion. The sooner things get identified and fixed, the better off StarMade will be.I appreciate you taking the time to share your input. I'm at a loss as to what is causing this issue. I'll try another fresh install of 202-87 and see what happens.
Agreed.I'm grateful that we can have this discussion. The sooner things get identified and fixed, the better off StarMade will be.
I have reinstalled ver. 202.87 several times. Using it without QF is no different than the build I was using in late January.Have you been able to try a fresh install of 202.87?
Be sure to copy your existing game to a new folder in case something goes wrong.I was under the impression that QuickFire had already been integrated with the game's code. However, if new configs have been released since version 202.87 was released (and I have not downloaded any other configs), then that could explain the discrepancies.
I'm going to try a completely new install to see if anything changes
Unfortunately, without additional testing/input from other players, we have no way knowing if these are intended changes or a bug.
Release/dev version doesn't pull the configs from the QF GitHub constantly only when some changes were solidified.
The most frustating thing about this is that there does not appear to be any current documentation available on this topic; neither here nor on Quickfire's Discord. January was over 4 months ago and there are a LOT of changes between the version from back then to the current one.Might the problem be that we don't need to / shouldn't import custom config files the way we had to before the re-balance got officially implemented?
The first (and as of now latest) release version with QF configs appeared in the end of January, with a dev news note saying: "The universe update is well underway and the code bases are now so different that any change on the old version takes a lot of time because of migrating. For this reason, this will probably be the last update on the non-universe-update version of StarMade."
Assumably, players aren't expected to do anything but a simple update to become up-to-date with regards to configs that are considered official. And presumably, any further refinements to balance by the QF team will be implemented only with or after the universe update, if Schema agrees with their validity again.
I personally refrain from updating either my copy of the game or my ships beyond v0.202.87. But out of curiosity, what's the deal with the 13 dev builds released in the last ~4 months of radio silence?
A fresh install of 202.87 did not yield the results indicated by your post. I haven't looked at the weapon changes, but my guess is those didn't change for me either- Shield capacity reduced from 250/block to 200/block
- Shield regen rate reduced from 5/sec/block to 2/sec/block
- You can build a large reactor and get full power without stabilizers.
Did you add the QF configs after the install or is the proper version 202-87 without any added configs?A fresh install of 202.87 did not yield the results indicated by your post. I haven't looked at the weapon changes, but my guess is those didn't change for me either
Without added configs. I can switch over to the dev build channel if you would like. I've been on the release build channelDid you add the QF configs after the install or is the proper version 202-87 without any added configs?
I don't think the Dev build is the issue. I'm using 202-87 just like you are and whatever they put in the new configs apparently doesn't play well with release or dev. builds of the game.Without added configs. I can switch over to the dev build channel if you would like. I've been on the release build channel
Thanks for helping me work through this. I'm going to do shelf the game as well.I appreciate your help but based on the rather disinterested responses we've seen here and the rather defeatist posts on the QF Discord, I think it's time for me to put this game on hold again until the universe update comes out (if I live that long).
Thanks for all your help.
I think that'd be the best course of action. Fix a few smaller issues that are universally accepted as issues (e.g. stabilizer distance) and have the rest in a separate config. Probably the (relatively) hard part would be figuring out how to make sure QF config and non-QF config doesn't overlap in servers (probably could be solved by making the configs globally applicable on servers if they choose)-Every other QF setting reverted to the last original, "vanilla" value.
-Keep QF config downloadable for those who like / want it; I don't make EVERYONE listen to heavy metal just because I like it. Neither should YOU force your personal preferences on others.
Seriously. QF drove away even more players from this dwindling community.
In the next patch of the game - IF we even get one:
-No recoil, no stabilizer distance (or preferrably no stabilizers at all), and armor stacking should be internalized.
-Every other QF setting reverted to the last original, "vanilla" value.
-Keep QF config downloadable for those who like / want it; I don't make EVERYONE listen to heavy metal just because I like it. Neither should YOU force your personal preferences on others.
(I would simply revert to the last non-QF patch, but cannon recoil stops the game if they're on turrets.)
You both make good points.I think that'd be the best course of action. Fix a few smaller issues that are universally accepted as issues (e.g. stabilizer distance) and have the rest in a separate config. Probably the (relatively) hard part would be figuring out how to make sure QF config and non-QF config doesn't overlap in servers (probably could be solved by making the configs globally applicable on servers if they choose)
Didn't QF also fix the "tunneling bug" (I'm not sure what exactly it is, but I think I understand the effects)? That, what you mentioned, the missile guidance fixes, missile capacity, cursor recoil, and max stabilization power is pretty much what was needed. Maybe throw in the armor weight adjustment, the Low/High damage shield chambers, and the chamber formula and I think most of the community would be happy with that. The changes are sensible, but they're not overreaching and confusing which would make the QF integration relatively seamless and natural.... only good things that came with this config:
stabilizer distance penalty removed
chamber RC improvements
death beam improvements(death).