Pshrike
back pds empty, med sabot, ion pulser or cannon, antimatter blaster, light needler, ir pulse laser. max capacitor, the rest into vents
but at 5 the real best ship in the game comes out
chad fulgent
double med sabots, double small sabots, 2 antimatter blasters, one ion pulser, empty pd slots or mining lasers cause if they live long enough for pd to matter on a destroyer i've already lost
oh and make sure to at least have a beta core
honorable mention to eradicators and manticores for being workhorses, and Pafflictors for being the most enjoyable player ship
post your champion fit
> play vanilla with nex and a bunch of mods > have a banging set of colonys, can do whatever I want, have a great time bullying sindrian diktat > install a bunch of faction mods > go to UAF planet > starts playing anime music > uninstall all faction mods
My main issue though is that faction mods come with so much baggage, I dont want all these new commodities up the ass, just make some planets, some ships and thats it.
faction mods are ass. no one spends time making realistic looking ships that fit in with the rest, no one gives a shit about balance (every ship/weapon/faction mod just makes the game easier by a mile or in some cases (amazig) by about a hundred miles). they're exciting for about an hour or two, and then the game gets stale and boring as frick. mods have tons of cool ideas, but i honestly dont understand how people enjoy just stomping every vanilla fleet in the game with modded ships. boring lives i guess. maybe they're the same people who use the zig or a doom
>unique ships with singular aesthetic/theme that aren't used by any other faction in the game >vanilla
Not even close. ALL faction mods are complete trash because of this shit.
chad
>that aren't used by any other faction in the game
you say this like there's a vanilla faction other than tri-tach that uses paragon and harbinger. there are tons of largely exclusive ships in vanilla and the only truly universal ships are things like buffalo and colossus.
you're forgetting a dozen other ships that are faction specific in vanilla
you're also missing a huge point >look at mod faction fleet >they have no vanilla ships at all
tritach is the literal snowflake corp that has ties to the remnant, and even they share ships with other factions even if they have maybe-- maybe more ships unique to them than any other faction (which is debatable, without checking myself i'd guess pirates have more unique ships thanks to having a literal (P) variant)
so show me a faction mod that only adds 3-4 ships and builds off the base fleet in game, and doesn't add 20 weapons, half of which are downright busted and half of which do exactly the same thing as vanilla weapons- dear god we can't let the snowflakes use even one vanilla pd weapon!
>back pds empty >empty pd slots or mining lasers >if they live long enough for pd to matter on a destroyer i've already lost
Wouldn't it harm you against carrier-heavy fleet?
The player can just pull back and let other ships kill the flies out while you save precious ordnance points for stronger weapons on the front. Not saying they are useless but when you have more than one ship fielded then you can optimize your main ship for killing power while other for tanking or fly swatting.
>so show me a faction mod that only adds 3-4 ships and builds off the base fleet in game, and doesn't add 20 weapons
https://fractalsoftworks.com/forum/index.php?topic=23393.0
some feedback though
- I dont like how the Ko combine has config changes, it doesnt feel like zoom out, officer spawning and other misc setting changes should be bundled with a faction mod. I just deleted them but its just a bit of hassle and I was kinda scared to initially download because I wasn't sure if it was hardcoded in the .jar or not.
- How many new ships does this add? I think its about 10 looking at the ship csv file but it would be nice just to have a number of "new" hulls/weapons. Variants don't need to be counted.
> I dont like how the Ko combine has config changes, it doesnt feel like zoom out, officer spawning and other misc setting changes should be bundled with a faction mod. I just deleted them but its just a bit of hassle and I was kinda scared to initially download because I wasn't sure if it was hardcoded in the .jar or not.
You're right, this is just me being lazy. I wouldn't consider any of the settings major game-changers though so I've left them in there. Feel free to tweak or delete. As for hard-coding stuff, I'm against this as a practice unless it's absolutely unavoidable. It's one of the reasons why I made Angry Periphery it's own mod, players shouldn't be forced to play with the extra planets/systems if they don't want to.
- How many new ships [and weapons] does this add? Variants don't need to be counted.
12 in total:
4 - KoC exports
4 - KoC Regulars
4 - Gogles (I'm counting the Shade/Afflictor as 'new' due to the hardpoint changes)
4 - Eridani
+1 Fighter
Weapons, there's 7 (The Maiden missile comes in small/medium/large but I'm counting it as 1). There's weapon tweaks coming though, looking to remove the Caseless AC/Grav Burst and replace them with a single weapon, unless you lot are attached to either of them, I know one of you hates the gravburst.
>but i honestly dont understand how people enjoy just stomping every vanilla fleet in the game with modded ship
I just get mods that also buff vanilla factions so it isn't a stomp
Yeah the egregious parts of Iron Shell are the secondary mechanics and the magic chicozmotoc deathfleet with the whole "lmao get dunked on the mechanic that works the same throughout the whole game magically doesn't work here and I'm gonna talk shit to you for expecting it to work"
This is what I'm using to roflstop mod fleets atm The entire kit is pretty much incredible at long ranges, but you really shine once the cyroblasters can hit
At long range, the rift cascade emitters are still really good as they cause explosions around the shields of your opponent, which normally causes them to overload.
Medium range the cyroblasters tear into ships, causing massive damage
You can phase in and out to recharge your main weapons faster and avoid damage.
Also your motes are good for anti-fighters/point defense, or a great way to soften up and enemy and kill their engines or make them unable to fight back
those are some pretty end game stuff.
in my last playthrough, i dominated the core world before i even got the good stuff.
in this playthrough, i want to delay starting a colony as long as possible because it trivializes the game.
Not very original, but Eradicator is fun ship to pilot. I don't understand why, three medium slots really do not sound like much for a cruiser, but it works out somehow.
Doom and afflictor with neural link, afflictor is just their to kill shit extremely fast when I get swarm by enemy doomstacks and doom is just so fun to use.
Aurora, my beloved >sabot pod >antropos racks >ion pulsars >eccm and emr
Shade >shows up >zaps all missiles and fighters out of existence >refuses to elaborate further >phases out
Phantom >clones 200 marines >provides ecm >extra phase cloak
Enforcer >because medium ballistics get the job done. Sierra >best waifu
Condor's more efficient in terms of DP cost. Less OP, but it makes up for it when you're able to field more of them. Give it expanded deck crew and recovery shuttles and it'll serve you pretty nicely. Also Salamander MRMs to make good use of the fast missile racks and the medium slot. The Drover meanwhile has the same amount of hangers with slightly more OP to spend, but also costs way more DP. The real reason why it's not that good anymore though is that its ship system, Reserve Deployment, got nerfed to the ground a while back and now it's just easier to get two condors instead of a single Drover. Another reason is that because of its armament, the AI only hangs back and doesn't want to engage any enemy ships at all, so it's usually lagging behind the rest of the fleet in my experience.
Can't tell for sure without looking at the file, but I think you are simply running out of system memory(RAM + page). You can probably fix it by closing some memory hog programs, or increasing the page file size.
apogee and aurora. pirate falcon is kinda neat. i dont use the slow stuff very much
not with that shitty attitude
Should I buy it, what can I expect from it?
i'm kinda tired of it now but id say i got well over a hundred hours out of it, so money well spent. the combat is a bit unusual and takes some getting used to but its good shit
Onslaught XIV but with everything that boosts its maneuverability.
An entire fleet's worth of firepower, shreds missiles and fighters in a 3km radius, can turn on a dime, and is basically unkillable.
The bonus armor is just too good and synergizes well with all the other armor tank I take. I don't need to turn "that" fast, just enough so that I can track frigates at max range.
> play vanilla with nex and a bunch of mods > have a banging set of colonys, can do whatever I want, have a great time bullying sindrian diktat > install a bunch of faction mods > go to UAF planet > starts playing anime music > uninstall all faction mods
My main issue though is that faction mods come with so much baggage, I dont want all these new commodities up the ass, just make some planets, some ships and thats it.
Not all faction mods are like that, especially older ones. Blackrock, Tiandong, Neutrino, Diable Avionics and the like are the standard that all faction mods should strive for.
I think the only faction mods to add anything worthwhile in that regard are VIC and Arma
Arma because it changes pilots for the better and VIC for the ability to change portraits in game.
Just load them after you create the game or disable their faction spawn in ini if author isn't megalomaniac. It will seed exploration with faction blueprints as well as make their ships available at black market traders and the like without spawning obnoxious dunotsteel systems.
>unique ships with singular aesthetic/theme that aren't used by any other faction in the game >vanilla
Not even close. ALL faction mods are complete trash because of this shit.
>that aren't used by any other faction in the game
you say this like there's a vanilla faction other than tri-tach that uses paragon and harbinger. there are tons of largely exclusive ships in vanilla and the only truly universal ships are things like buffalo and colossus.
Was it really attempt to mention real-life politics in the mod? Did he renamed shit for this?
I can imagine some names being just a coincidence from before that mess.
For the record, Dassault Aviation and Mikoyan are SUPER fricking anal about their names being used in things without permission, even non-profit enterprises. It would be a damn shame if someone were to let them know about that mod, just saying.
>Dassault Aviation
probably >Mikoyan
ruskistani aircraft corporations such as sukhoi and mikoyan most likely don't give a shit about how westerners use their name
if substantial development studios with big name publishers can get away with slotting MiGs into their games without paying licenses, why would they give two shits about an autist modder for a niche space game.
I've tried that mod few years ago and I didn't notice anything like that there, it was just using Russian language names. Perhaps there was some reference to Ukrainian geography, but before 2022 average westoid was not aware of any difference between Ukraine and Russia.
I still didn't like the mod, design isn't bad by itself but looks UAF tier out of place in Starsector.
I only keep them around for stealing their planets and that one OP PD gun that Blade Breakers had before the modder homosexual made it stick on mediums instead of small slots
>this is your brain on professional victimhood
i can pretty much guarantee you that the average wokeoid has never heard of Euromaidan and neither have you.
In case he comes around, I would like to issue a complaint.
Game crashes when I execute a prisoner.
That's all. I hope he keeps on working on it and adding new features and stuff.
thats based off the mod it uses, not rapesector.
takenoprisoners is borked.
you tried to execute a prisoner related to an entry that doesn't exist anymore. mission, planet, base, something that spawned them. Game freaks out when you try to execute them so you have to release.
0/10
>be rapesector dev >lure anons with the promise of rape >gives them loving, consensual relationship with the female officers instead
what's the next step of his master plan?
Can you give them away? Do selling it to specific market would make them use the thing? If so does this apply to selling Survey data which explain why a system I was aiming to colonize were being targeted by the big factions?
selling colony items and blueprints to black markets will have pirates randomly utilize them
selling colony items to colonies will have them slot them in to appropriate industries, this can be cheesed if you sell for example an orbital fusion lamp as they get the increased demand for volatiles
selling survey data does nothing in vanilla or nex, it's just vendor trash, nex colony expeditions are done via some other stuff
Blame Alex for making Nanoforge such a magic quality-control item.
>"Sorry, we can't double-check our factories works unless there's that small -easily removable and transportable by a group of mercenary- device installed. That box really hold 90% of our fleet efficiency, we should dedicate a few guards with dogs and tazer to protect it, or maybe the strongest fleet we have."
nanoforge is the in-universe equivalent of a license key
none of your blueprints will churn out flawless copies unless you cough up money and buy the magic box
that's... not at all the lore anon.
it's supposed to be a system that interact with other system, build a super factory that make perfect ship
>fire has been an integral component of mechanical/naval warfare >left unchecked, one raging fire can cause various consequences up to and including catastropic disintegration of the vessel in question and depletion of crewmembers >keeping fire damage in control requires extensive design considerations given to compartmentalization, redundancy and firemoronant ability, a tri-wire balancing act competing with other elements of protections, armaments and mobility, and in practice, sometimes get bypassed by circumstances/lucky shot, neccesitating the temporary yet delibitating expenditure of manpower to perform damage control, on top of dealing with the threats at hand >on top of the initial hardware designing investment, firefighting requires a damage control team, on top of the general training required for crewmembers in general to be performed periodically in drills >the danger of fires has only gotten more exacerbated in space warfare, where water is always in short supply, fire moronant chemicals are finite and, depending on the composition, can be potentially hazardous, filling up working spaces, which is always at a premium, and possibly hamper continuos operation, venting fires rid the ship of precious oxygen, requiring crews to don large, unweldy lifesupport equipment beforehand, slowing them down or risk sudden death, and sometimes are unavailable as an option if the fire occurs deep in the ship or in a insufficiently compartmentalized section, requiring other dangerous, time and manpower consuming options >this is not potrayed in Starsector in more than a handful of endgame weapons
disapointing, FTL has this, Airships CtS has this, every single naval games has this, why not this game?
>naval game >why not this game?
you answered yourself, it don't need it and wouldn't mesh well with other mechanic.
you are managing a whole fleet, going down to crew management would bog you down and waste time better used crushing pather, killing tri-hack and others
thought I won't mind more navigation feature like hyperspace ghost and slipstream
I want kino magazine explosions and flaming hulks floating across the battlefields, I want a way to cripple a ship without destroying it completely, I want 12 frigates to stack incendiary weapons and pump them right into the ventilation ducts of an onslaught, I want to coat a Paragon with so much protonapalm it would make [profilic JAV scene] look like a spotless hospital, diluting its beam by sheer liquid volume,
That's... very specific.
Even if the engine didn't have enough trouble that gameplay would change the dynamic significantly. You are already crippling ship most of the time, the difference is only that sometime you can't recover it.
Sort of mines that create a shield against laser would be an acceptable idea, you should suggest that one alone to Alex.
Mines with flame effect that charge enemy flux level over time could work.
You may be interested in FleetsizebyDP for the 12 frigates
And this game, it's a single-ship game.
Also <insert obligatory mockery about ventilation ducts in space>
1 year ago
Anonymous
>ventilation ducts in space
How else would you vent flux with visible vapors pouring out of your ship?
1 year ago
Anonymous
Through the aether dissipator.
>https://www.youtube.com/watch?v=PsMLIz9EhHE
Game looks interesting, but is it any good anon? Somehow reminds me of Exanima for some reason forever in alpha build.
I spent >100h on it so I would say it's at least entertaining.
It's no AAA finished indy marvel with incredible writing that will leave you awake at night tho, the developers tend to tweet/make videos showing dreamy feature not yet in the current build. Kinda like Starsector it can take FOREVER before a new public build release.
I do worry about the devs spending too much time on the multiplayer version he decided to do again (the original project decade ago was MP), he insist he re-enabled it in a few hours on a whim.
(the madman dropped the new about the MP the 1st on April, as an fake april-fools on purpose! there should be a law against that)
1 year ago
Anonymous
>the madman dropped the new about the MP the 1st on April, as an fake april-fools on purpose! there should be a law against that
Hate it when they fo that, it's not funny or witty.
1 year ago
Anonymous
To be fair the dev must have been asking near constantly "why don't you remake the game multiplayer? the previous one was, can't be hard!"
1 year ago
Anonymous
>get a ship name vulture >has two docking port >dock at a trading station >go through the wrong dock and vent myself to space
Good game, I like it.
1 year ago
Anonymous
Me I'm partial to this pasta:
>Star making "Stellar-Fortress God-class" ship
>start with engines and massive reactors >spam turrets, missiles, huge laser beam everywhere with 360° arc >set up missiles factory and superweapon >10 layers tick armor >start laying out corridors and wienerpits modules >abandon Missiles factory for missile storage to make place for corridors and submodules >turret rails get in the way, move the turret and sacrifice firing arc >reduce the size of turrets to fit corridors in between >reduce engines size to make room for maneuvering thrusters >start laying out the energy conduits through the armor >realize 2 energy lines can't possibly carry 90% of the power across the ship >add more heat-radiator to avoid overheating >remove some maneuvering thrusters to add heat-radiator >give up spam of 20 missiles and go with 10 launcher >reduce cargo size and move all modules around to have conduit bypass at the center >see you forgot the beam-generator, give up laser entirely for some small gun turrets. >give up corridor, hope you don't need to repair that >replace HUGE reactors by loot of flammable battery easier to move around >remember the need for a Higgs-drive, remove the medical room >fear the lack of energy, go back to a big reactor sacrifice more missiles >go down from 10 to 6 missiles launcher >realize you forgot to put any sensors. >remove extra shield and all but the smallest cargo room to put one of the smaller sensor
>Finish your "Stellar-Fortress God-class"
No superweapon, no laser, only 3 salvo of 6 missiles, foil thin armor, small wienerpits, turn like a whale, not enough energy to reload turret and move at the same time, limited turrets arc, no anti-missiles, sensor range is starter-ship tier, battery explode if you sneeze, ship is 30% weakpoint, damaging the heat-radiator/conduits cut all power, hitting a reactors make them explode in cascade.
>you forgot to add airlock to dock to station.
1 year ago
Anonymous
I feel you bro, custom ships is profound but sometimes you forget to add mandatory shit you need. Just lost 4k in ore because I forgot to add life support.
1 year ago
Anonymous
Game looks interesting, but is it any good anon? Somehow reminds me of Exanima for some reason forever in alpha build.
>fire has been an integral component of mechanical/naval warfare >left unchecked, one raging fire can cause various consequences up to and including catastropic disintegration of the vessel in question and depletion of crewmembers >keeping fire damage in control requires extensive design considerations given to compartmentalization, redundancy and firemoronant ability, a tri-wire balancing act competing with other elements of protections, armaments and mobility, and in practice, sometimes get bypassed by circumstances/lucky shot, neccesitating the temporary yet delibitating expenditure of manpower to perform damage control, on top of dealing with the threats at hand >on top of the initial hardware designing investment, firefighting requires a damage control team, on top of the general training required for crewmembers in general to be performed periodically in drills >the danger of fires has only gotten more exacerbated in space warfare, where water is always in short supply, fire moronant chemicals are finite and, depending on the composition, can be potentially hazardous, filling up working spaces, which is always at a premium, and possibly hamper continuos operation, venting fires rid the ship of precious oxygen, requiring crews to don large, unweldy lifesupport equipment beforehand, slowing them down or risk sudden death, and sometimes are unavailable as an option if the fire occurs deep in the ship or in a insufficiently compartmentalized section, requiring other dangerous, time and manpower consuming options >this is not potrayed in Starsector in more than a handful of endgame weapons
disapointing, FTL has this, Airships CtS has this, every single naval games has this, why not this game?
Because it will only punish low tech Black folk as high tech chads die if their armor get penetrated but it will be cool none the less. I think Alex should move his game into a suitable engine that allows for more game mechanics. I want to use all my keyboard!
To be honest, current starsector feels pretty finished. And updates are too rare to be impactful.
Just clean up skills and story points and add a few quest to give player closure.
I am sure this team has enough ideas and experience to jump into new project.
I know you can get military contacts from the bases that spawn outside the core worlds, I've never had any luck getting one on their planets that wasn't just trade missions though.
>crashcode is as bad as ngo/aria
frick off
those mods do literally nothing, you're completely free to not use those mods
those crashcodes do the opposite
they decide in your place that you're not allowed to play that mod as long as you have that other mod with this code
this is butthurt you mong and shows those frickers deserves to be bullied more because they're too fricking pampered they think they can decide for other people
Really, the crash code wouldn't even be an issue if they were at least upfront about it.
>I'd rather you not use my mod with this other one, kthx
But no, they hide it and when it crashes your game, you have to wonder through the code and hope you can find out what the problem is. Of course, it's great in that it tells me what mods to avoid. Ever since uninstalling Nia Tahl trash and anything from BadDragn, my game experience has never been better.
Being a moralist would be refusing to support based modders who take their mods and gut the crap out of them. This is me saying "I don't need your crash code, you do whatever, and i'll just tear it out".
I'm back after a couple of months, I still see the game hasn't been updated.
Any new noteworthy mods?
Is the modding scene still full of obnoxious ego homosexuals, and growing in numbers? Last time I checked there was some spergout about the Superweapons mods, which was really good, I see it's still not back in the modding index.
Is Alex doing anything?
There is no point wandering about new runs even if update will drop in the next few weeks. There will be a grace period for another week as mods get updated and nerds figure out a new meta.
More then enough time to finish a run, unless you are trying to do something very unusual.
That's not a normal raid in the pic, it's from a special mission where you unlock two unique officers as a reward. I'm pretty sure that UAF doesn't have any iron shell tier code.
incredibly based modders know what the end user really wants
also is this autofail bombardment/ground raid autofail stuff true?
If so I might work on a mod to circumvent that
incredibly based modders know what the end user really wants
also is this autofail bombardment/ground raid autofail stuff true?
If so I might work on a mod to circumvent that
I couldn't find the bonus for AI... well all that is left is to admit that Noah is Nia, that his pronouns are her/she and install UAF and always ally with them
that's a hackery alright
i don't even write code anymore and i'm cringing at the inefficiency (unless the resulting bytecode automagically knows when to terminate the loop)
>I'm ignorant in mod and Java but from what I understand this applies a hullmod called tahlan_daemonboost to AI
It also applies a nerf to the player in the form of slowing down everything the player does.
>Reading hullmod file through notepad++ does not show any modifications
You're probably looking in the wrong place again, it's not in the normal hullmod file location, he packaged it in the .jar.
SS threads have been coopted by the SS discord trannies, all they know is to twitterpost, beg for attentions like sissies and cry about nondescript boogeymen. Enjoy it, you get what you fricking deserve.
Then in the file CampaignListener.java you would change the function reportPlayerEngagement to take into account the male/female capture chance. The line
float recoveryChance = config.getCaptureChance();
Would become something like
float recoveryChance;
if(captain.isFemale()) {
float recoveryChance = config.getcaptureChanceFemale();
} else {
float recoveryChance = config.getcaptureChanceMale ();
}
Then you would just need to add the extra fields to the existing faction configs in /data
I think having seperate capture chances on a per faction basis makes the most sense.
This is because it is more customisable, maybe you don't want officers of a certain faction because they are ugleh or super broken etc.
Also, You can safely assume Gender.Any should fit under Gender.Male I think.
Lmao, did you guys know Gargoyle is Gender.Any? oh shit I just summouned /misc/ didnt I?
HERE COMES THE HYPER SHITE STORM CAPTAIN, MAN THE SAILS POWER THE ENGINES AAAAAAAAAAAAAAAHHHHHHH
Well, discord homosexual? It's been hours, where's this /misc/ you summoned? I am not seeing anything, maybe if I keep lurking something might happen who knows you might even get some decency lmao what an embarassment.
hello, frens I've been trying to get a mod list working for an old version I used before I stopped playing for a while.
I've been chipping away at it for a while now and despite being relatively stable overall it often crashes when going into spaceports and colonies due to the permgen memory error (despite having allocated 12 gbs to the damn thing)
I'm going to post my monster of a mod list in the following post for any suggestions for what might be causing it any help would be appreciated.
Don't allocate all your memory just like 3/8 is good enough. Only reason it crashes is that several mods are changing the same thing. Or you can look through the log itself to see which is causing error.
as the anon above said, 6-8gb is the most you need unless console tells you otherwise.
logs are your best bet for finding out what exactly is fricking you up, pastebin that shit.
thanks for the advice gents but ill be honest I can't really tell which mods are overwriting each other because I've got a terminal case of being fricking stupid (and not really knowing star sector's guts too well)
mind taking a look?
Honestly just looks like your modlist is way to large for Java to handle
You could maybe try adding
-XX:PermSize=64M -XX:MaxPermSize=256M
to your vmparams, from https://rollbar.com/blog/how-to-fix-java-lang-outofmemoryerror-permgen-space-exceptions-in-java/
Other then that my only advice is cut down on some of your mods, like damn dude you have a lot
kek nta but i just cut a ton of fat from my mod order and shrunk my galaxy specifically to keep it running better once i start expanding and fricking shit up
you really don't need all those faction mods i swear anons.
as the anon above said, 6-8gb is the most you need unless console tells you otherwise.
logs are your best bet for finding out what exactly is fricking you up, pastebin that shit.
I say start it up. The only thing an update could possibly add is QOL Features or an update to the story. Like
To be honest, current starsector feels pretty finished. And updates are too rare to be impactful.
Just clean up skills and story points and add a few quest to give player closure.
I am sure this team has enough ideas and experience to jump into new project.
To be honest, current starsector feels pretty finished. And updates are too rare to be impactful.
Just clean up skills and story points and add a few quest to give player closure.
I am sure this team has enough ideas and experience to jump into new project.
I installed the mod that turns colony items into Hullmods and it broke the game by spawning ~20 cryotheramic engines each time I clicked on a ship that's installed with colony items
>Capture a female captain of the luddic path >Mind break her into a loving captain who now doesn't give a damn about Ludd or any of his teachings, by head patting and hand holding her
Out of all the places I could buy this from
it had to, surprisingly, be from Iron shell.
Also my only complaint is that it only does 100% Damage to Iron Shell ships,
not being lumped in with both Daemon and UAF that does 500% damage to the both of them,
as I've yet to grab my copy of the popular Ava frickmeat.
This is inequality I tell you.
I can only think of one busted ship. The one that disables fighters with its ship system. It's like a gigantic Omen, granted it doesn't kill the fighters outright, but the uptime on it is high enough that it basically does.
The nukes are pretty pathetic when facing halfway decent PD.
>Also my only complaint is that it only does 100% Damage to Iron Shell ships, >not being lumped in with both Daemon and UAF that does 500% damage to the both of them,
So. Confession time. I wrote the tooltip backwards. Iron Shell gets +500%, UAF gets +100%...
To quote a certain man:
- Don't code while drunk, kids.
All the sudden SMOL is failing to open and telling me >failed to launch JVM
A new install of SMOL launches fine, replacing parts of SMOL doesn't seem to fix it. Anyone ever have this happen? It has worked pretty well for months.
While we're on the subject, is there a way to remove the player penalty on captured Legio Daemon ships? I went to the trouble of nabbing these things, I'm not having my fun stymied now.
Noah went through the effort of compiling everything in the .jar precisely because he doesn't want people messing with his 'balance'. You can edit and recompile yourself but it's more effort that it's worth.
An easy work around is to create your own hullmod that does the opposite for 0-OP and equip it.
Welp. Are there any specifics about the penalty I should know about, or is it just a blanket 10% reduction to all ship stats, as the Daemon Core Hullmod tooltip implies?
>Are there any specifics about the penalty I should know about
There's more penalties:
Higher deployment cost,
Higher Supply costs
Reduced Peak CR Duration
There's other stuff but it's spread out across other parts of the mod. As autistic as he is I would have expected him to put all the nerfs in one place, but sadly not.
While we're on the subject, is there a way to remove the player penalty on captured Legio Daemon ships? I went to the trouble of nabbing these things, I'm not having my fun stymied now.
asked within the mod. You just have to setup a new project, get the dependencies, compile and you're done.
no, you build everything into the jar because excluding shit from the build increases user loading times, and janino sucks ass and breaks on random shit
We know for a fact Noah wants to prevent anyone from doing anything to his mods. He's been asking people how to obfuscate code ever since Buckbreakeranon used Noah's own code to do the damage bonuses for Buckbreakers.
>He's been asking people how to obfuscate code ever since Buckbreakeranon used Noah's own code to do the damage bonuses for Buckbreakers.
He's actually been asking since he got called out for including stealth-nerfs for other peoples factions, but that's beside the point.
>Even better.
That's not better, it's worse. Much worse.
Noah obscuring code because he doesn't want people messing with his faction is acceptable.
Noah obscuring code because he doesn't want people knowing he's messing with their factions is unacceptable.
1 year ago
Anonymous
the damage is already done, now it's a question of if Noah would find a counter to the buckbreaker nerfs
1 year ago
Anonymous
>Even better.
That's not better, it's worse. Much worse.
Noah obscuring code because he doesn't want people messing with his faction is acceptable.
Noah obscuring code because he doesn't want people knowing he's messing with their factions is unacceptable.
>He's been asking people how to obfuscate code ever since Buckbreakeranon used Noah's own code to do the damage bonuses for Buckbreakers.
He's actually been asking since he got called out for including stealth-nerfs for other peoples factions, but that's beside the point.
>Noah went through the effort of compiling everything in the .jar precisely because he doesn't want people messing with his 'balance'.
are you stupid?
We know for a fact Noah wants to prevent anyone from doing anything to his mods. He's been asking people how to obfuscate code ever since Buckbreakeranon used Noah's own code to do the damage bonuses for Buckbreakers.
> its ok that the cake I gave you has sawdust in it, heres the ingredients and recipe, you can just make your own!
How about not including shit tier code in the first place?
I digress though, the mod just isn't good so theres no point even using it in the first place
honest feedback
- Why does the "Great Houses" system have to spawn so far away from core worlds, whats the point? Also why aren't they a faction? Lame.
- I dont like most of the look and feels of the weapons in the mod, every time I tried a "Great House" weapon it sucked
- Legio pirates get boosts theirs ships and planets and it just feels shitty, also they aren't allied to pirates which I find a bit weird.
- The new ships are mostly decent actually, shame about everything else
If you guys are serious about good modding behavior you should push for a mod that exist solely to name & turn into true/false setting the "secret" nerf/buff between modders until they get the point.
1 year ago
Anonymous
Even "better".
1 year ago
Anonymous
We know for a fact Noah wants to prevent anyone from doing anything to his mods. He's been asking people how to obfuscate code ever since Buckbreakeranon used Noah's own code to do the damage bonuses for Buckbreakers.
>He's been asking people how to obfuscate code ever since Buckbreakeranon used Noah's own code to do the damage bonuses for Buckbreakers.
He's actually been asking since he got called out for including stealth-nerfs for other peoples factions, but that's beside the point.
Like almost every modder he *literally gives out the source code of his mod* with the download so that people can modify whatever they want, and his github is public too. WTF are you going on about?
1 year ago
Anonymous
> its ok that the cake I gave you has sawdust in it, heres the ingredients and recipe, you can just make your own!
How about not including shit tier code in the first place?
I digress though, the mod just isn't good so theres no point even using it in the first place
honest feedback
- Why does the "Great Houses" system have to spawn so far away from core worlds, whats the point? Also why aren't they a faction? Lame.
- I dont like most of the look and feels of the weapons in the mod, every time I tried a "Great House" weapon it sucked
- Legio pirates get boosts theirs ships and planets and it just feels shitty, also they aren't allied to pirates which I find a bit weird.
- The new ships are mostly decent actually, shame about everything else
1 year ago
Anonymous
>its ok that the cake I gave you
You will eat Nia's cake and you will be happy.
1 year ago
Anonymous
I used it for the Legio but the Great House weapons I agree is kinda shitty compared to vanilla. At least there's an Onslaught (GH) and another ship that I never used in Lethia that can be used as a decent starting ship
I've been trying out the strikecraft versions of the fighters like the broadsword and whatnot using arma and the submods and I really like them. Having them back up frigates which back up my mechs and my main singular big ship really feels like some battletech/front mission in space shit.
Anyone ever take over that mining station in the tutorial system and just keep it? Its been a good staging post for me and the heg leaves me alone since we're buddies.
Tahlan Shipworks is a shit mod, uninstalled
Iron Shell is close to getting uninstalled, being "taxed" is a meme, but I want to see if missions are any good
factions mods that are good:
- DIABLE AVIONICS
- Interstellar Imperium
- Shadowyards
- Ko combine (all three factions)
Ok factions:
- VIC
- UAF
I really wish templars or approlight came back, they were nice "boss" factions
I think IRS only has two basic missions, but let the thread know if you find out otherwise.
Tahlan has some neat ideas but I find a lot of them too restrained or boring tbh. The time dilation ships are cool at a conceptual level but have shit mounts and mount sizes, the mechanicus ships are neat but AAF would be a better ship system and have shit mount overlap. Legio's the only drawing point and I already know how to beat them in spite of their .10 shield eff, armor regen and -50% damage modifiers on a base 250 speed frigate with it's own integrated fighters.
I also feel like (this is going to sound schizo) Tahlan's is one of those mods where the author only knows how to play using SO for everything or that it's the best - and therefore only - option and it shows in their designs. Not enough of their designs have too many mounting options that you'd strip out to make use of more flux-efficient SO builds work with, or that their designs only really shine when it's equipped. Like a fricking metagame but fundamentally enforced at the design level.
i thought approlight fricking sucked but here's where the updates are posted so you can go back to playing with them again: https://fractalsoftworks.com/forum/index.php?topic=9688.390
>shit that fits in the lore you can easily produce yourself >isn't anime dolls or food or some shit
OH NO THE HORROR
I don't like added commodities either but at least the ships aren't stupidly overpowered waifu bullshit.
>we have mega special commodity
Guess HMI and that terraforming mod are "triple animu" or some shit to you morons. >everyone wants it
Last time I checked (which was in a while, to be fair) there was only one planet outside VIC that had need for said good, so not really.
The actual problem with VIC is the toxohomosexualry. Wolfgirls(and boys) are the White Man's choice.
shit mod apologists, any sight of new commoduty automatically makes faction a shit-tier
1 year ago
Anonymous
you can't even spell the fricking word homosexual
opinion disregarded.
1 year ago
Anonymous
Go back grammargayging in your shitcord
>OMG you use ore refinery!? It adds 4 commodities!
Missed the point
1 year ago
Anonymous
troony mad as frick on some projection shit as usual
1 year ago
Anonymous
>OMG you use ore refinery!? It adds 4 commodities!
1 year ago
Anonymous
I'm on your side, however, I will use your post to whine nonetheless
Ore Refinery's commodities have frick ugly icons that don't fit in the slightest
Also I really ought to do a proper miner run one of these days, Junk Yard Dogs and all the whole nine yards
I always end up just smuggling and daisychaining exploration missions at the start
1 year ago
Anonymous
kek thats valid.
I did a mining run recently and put mining lasers on my mechs, frigates, everything. Was pretty fun and goofy to mine ships and rocks to death.
I think ore refinery + space truckin + arma + nex adds a lot to the game and makes it closer to what it should be. (That said a lot of nex's diplomacy shit could be tuned way down outside of configs even)
>shit that fits in the lore you can easily produce yourself >isn't anime dolls or food or some shit
OH NO THE HORROR
I don't like added commodities either but at least the ships aren't stupidly overpowered waifu bullshit.
>we have mega special commodity
Guess HMI and that terraforming mod are "triple animu" or some shit to you morons. >everyone wants it
Last time I checked (which was in a while, to be fair) there was only one planet outside VIC that had need for said good, so not really.
The actual problem with VIC is the toxohomosexualry. Wolfgirls(and boys) are the White Man's choice.
I give them credit for the work they've put in but yeah they are a bit cringe
I'm going to wipe out the UAF with vanilla ships in my next playthrough, so im looking foward to that
>try to use smaller ships and only one large flagship >find bar tip for a cathedral class and it was only guarded by a few robits
WELP I guess that qualifies as a flagship. Usually I like more fighter bays though...
waifus: DEFENDED
i requested FOUR 400-strength defense fleets. they all got wiped out along with my own fleet.
two Legio fleets survived and were chewing away at the orbital station when i managed to refit all of my leftover ships from the planet and engaged them.
>early game >doing surveying tasks for ez money >one is close to the core world >ez.jpg >system has high danger sign >i-it's ok, i can avoid them >the task planet has a redacted base >several redacted fleets patrolling
how do i make them go away?
do i just lure them to chase me then hope to outrun them and lose them in the far away space and then hope again that they don't go back to their base?
Pleb take : X mod bad, me no like it
Chad take : Oh wowee new mod with waifus, i will enjoy it regardless of what subhumans say about it.
Face it, its true.
Gigachad take: X mod bad, me install to pillage their waifus and lostech
I would enjoy DME despite its homosexual author if it wasn't utterly FRICKED in terms of balance
DME is pretty annoying, but I like keeping them around as a punching bag. I don't use their ships or weapons (with exception for BB), but I enjoy the variety they add as a potential enemy.
I don't dislike HM as much as the others though. He's an eternal midwit, but they at least call out homosexualy coding practices like we are with enough zeal that Alex had to step in lol
get the attention of the defense fleets, have them chase you three days off, transverse out, tverse back in on top of the planet
Not him but why did I never think of this before (A: because I'm a dumbass)
You just changed my early stealth game, thanks anon
Giga chad take: oh wow, new mod. Time to tear it apart and add it to my custom frankenstein's abomination of a mod playthrough >*game suffers massive glitch half way through*
Haha, this feels like I'm writing my own story. I'll cite this as a sub-space anomaly. Wowee this is fun.
>Leaning towards something along the lines of "Cult Scattercannon".
Why the Cult in the first place?
I don't get how that relate to the mod in question
>Why the Cult in the first place? >I don't get how that relate to the mod in question
It doesn't relate, just felt like it needed a prefix, calling it a 'Scattercannon' on its own feels a little plain.
>It doesn't relate, just felt like it needed a prefix, calling it a 'Scattercannon' on its own feels a little plain.
At this point, giving the mod name + Scattercannon is the most original AND practical you could do, saving trouble if someone else have a Scattercannon.
Too many have taken every evocative prefix like "Aegis" or "Harbinger of hyperpositronic technobabble fusion mk9001" so frankly, who care? We'll only care it's yours and what gun it is.
>what is intended use of gun / faction that will be using it?
It's a giant kinetic shotgun, figured Hegemony and pirates would love it. Rebels and lawbringers love shotguns! and KoC of course...
>Daisy chaining surveying missions makes the early game piss easy
it's almost like cheating... >they pay you to discover the perfect system for your colony
are you guys sure this is not cheating?
>by the time I want to do them
i'm currently very early in. started them right after the tutorial.
bought some tankers and cargo ships then started wandering the sector.
i'm only a few hours into my save and i already have 1 eagle and 2 falcons.
blog/
i'm thinking of saving up for a doom then ditching the eagle. she's too slow for me.
then i'll start doing REDACTED until i get a doughnut blueprint.
then i'll start building relations with my 2 contacts until using their forge with my blueprints is available.
then i'll get myself some doughnuts and start doing the main questline.
i've already found an ok planet to colonize.
/blog
>Daisy chaining surveying missions makes the early game piss easy >galatian stipend gives you money for existing >commissions give you money for existing
As it is right now, reducing the rewards would just make it take longer to get to mid-game with no effect on challenge, unless you count time and tedium.
Something else needs to change to make the money relative to challenge.
Or could just do nothing, since Starsector seems more like a power fantasy simulator every time I play, even without power creep with mods.
Thing is, until you know this stuff, the early game fricking *sucks* and it actively encourages you to waste money on bloated crews and fuel costs by the encounters.
Also, the academy missions in the "story" don't even give money, so they need to give you some sort of fricking funds to get through that slog.
Legit looks like battles would be fun to watch with the wolves zipping everywhere
Conquest is fun. I remember an older run where I buffed it enough so I could just push right through the middle of enemy lines, parting those b***hes like the Red Sea
I've been using broadswords (2 dp cost, have a broadsword wing with them in combat) using arma and submods and bombers along with my mechs recently and find its a lot of fun. When combat starts ships just pour out of my flagship.
true. The artstyle clashes cause it's ripped from different games. Can't really draw my own lol.
I like the idea but I agree the assets you're currently using are out of place. Maybe something more clinical, through some sort of screen filter or something?
Either way overlayed graphics seem like a useful thing to explore for future use even if you don't end up implementing genital view.
Additionally, are you using the loadTexture / unloadTexture functions by any chance? It might be worth looking into if you continue expanding on the functionality and the images you call for the prisoner/crew interaction screen; do a mass load when the player does the ability then unload at any close of the window. Otherwise, the image bloat will stay loaded the whole game.
the sounds were already enough for me to skip the mod but the pictures make it 100% nogo.
maybe a picture centered on screen for certain actions with certain modded faction members or something? Just seems too "crude" in what is an otherwise ok mod bolted on to a shitty mod (takenoprisoners)
>cumming inside Kim over and over again
absolutely based
i do agree with other anons that the explicit imagery is too jarring and breaks the immersion. i personally thought the clinical 2D view towards the end showing off the cum-filledness was a lot more tolerable than the ones in the beginning.
if you wanna keep the feature, i think you could repurpose it to show the "fullness" of your personal wienersleeve's various holes using a visual metaphor. something like pic related, maybe.
imo discrete symbols that turn from green to red would be the best way to show how worned it is while remaining classy, and then maybe it goes pink when they break
The art doesn't really fit this.
Instead i'd like to see more writing, as in, alternate text blurbs for second time, third time and other stuff too.
Like for example, after raping someone, going straight up for a different hole should have different text than when you go freshly for that hole.
I think the best way forward for this mod is to add more text based content.
One thing I would like to see is stuff where you interact with multiple girls at the same time, how their traits, lovers embrace and the slave one, would interact.
Seems like explicit visuals aren't the way to go. I'll shelve that idea for now.
[...]
I'd like to add more dialog as well but I'm not a writer. If anyone wants to post their writings with conditions, unique npcs, etc. I'll be happy to include them.
[...]
The limit is reached at around 70 dp instead of 150.
The credit for the writing goes to the anons here. Always happy to add more scenes if they get posted.
Is the lovers embrace elite trait worded correctly?
It says
"Deployment cost reduced by 15% or 10, whichever is less"
But how would you even get to the 10 part? Is there even a 150+ deployment cost ship in the game?
Its still super strong though so I'm fine with it as is
Seems like explicit visuals aren't the way to go. I'll shelve that idea for now.
The art doesn't really fit this.
Instead i'd like to see more writing, as in, alternate text blurbs for second time, third time and other stuff too.
Like for example, after raping someone, going straight up for a different hole should have different text than when you go freshly for that hole.
I think the best way forward for this mod is to add more text based content.
One thing I would like to see is stuff where you interact with multiple girls at the same time, how their traits, lovers embrace and the slave one, would interact.
I'd like to add more dialog as well but I'm not a writer. If anyone wants to post their writings with conditions, unique npcs, etc. I'll be happy to include them.
Is the lovers embrace elite trait worded correctly?
It says
"Deployment cost reduced by 15% or 10, whichever is less"
But how would you even get to the 10 part? Is there even a 150+ deployment cost ship in the game?
Its still super strong though so I'm fine with it as is
The limit is reached at around 70 dp instead of 150.
>get 2 prometheus ships so i can do quests farther away from the core world >get 1 atlas so i don't have to keep worrying about space >get 4 ox ships to reach 20 burn speed >no money to buy fuel >i should have enough >go to explore the edge of the sector >reach not even the edge >fuel won't get me back
if nexerelin doesn't have this outpost feature, i would have loaded an earlier save.
>>go to explore the edge of the sector
not even the edge
This homie doesn't check the map's fuel range feature to see if they can afford to make a trip somewhere.
>hegemon daud is a confirmed hivescum manlet >andrada has an ego the size of the orbital station that fricked mairaath and keeps jerking himself off with his lion guard circlejerk despite being a glorified gas station and seafood buffet manager and a know-nothing ideas guy for his warship engineering team >sun instigates a fricking war over AI because of muh tech inspections and gets removed for 3 years only to come back after tri-tach as a whole gets mogged by the hegemonkeys and forced to submit to a treaty >the 3 gens of the persean league keep squabbling over bullshit politics and out of the 1 gen revealed to us, yaribay turns out to be a spineless "moderate" who wants to kowtow to the hegemonkeys
meanwhile >brother cotton keeps evading capture by tri-trashyon, hegejannies, and persean losers >continually psyops people into his cause and helps continually fund pather cells to frick with everyone >confident enough to track down the player character and reveal himself to you while still not able to be tracked himself
luddbros we can't stop winning
you forgot >drinks tea with you
which makes him infinitely cooler than anyone else in the game.
gargoyle's troony ass doesn't offer you an iced tea.
the lesbians don't give you a janus tea with lemon.
>mfw i have raped and sold 11 hegemony female officers and am currently in a relationship with three of them
i wonder what high hegemon Daud-sama would think of me
So I did the main quest for the first time after generally ignoring it. I thought it it was intended to be a sort of late game thing but a lot of the story stuff in it makes it feel like you're supposed to do it early on, or even right away. Because if you already have colonies, some of the dialogue and quests make no sense.
Like when you need an audience with Baikal Daud so you have to convince a Persean leader to give you diplomatic credentials. Wait, what? My megacorporation produces half the starship hulls, supplies, and heavy weapons in the sector. We grow almost half the food. We produce the majority of starship fuel. And whenever another faction comes to attack us because "ree you can't just run a free port" or "ree I don't like you dominating the domestic goods market" our fleets just swat them aside effortlessly. Why would I need to pretend to be a Persean lackey when I'm in charge of one of the biggest players in the Sector? It would be normal to have a face to face meeting with Daud without needing any pretense.
For that matter why even deal with the Hegemony at all? If the Galatia Academy didn't want to deal with Hegemony interference they could just relocate to one of my planets and do whatever they want.
Etc. I understand why these things aren't that way - it would essentially require doing multiple versions of the main quest and/or a lot more branching options - but it does mean that, at least in my opinion, for the main quest to make sense you really have to do it relatively early in a playthrough.
So I did the main quest for the first time after generally ignoring it. I thought it it was intended to be a sort of late game thing but a lot of the story stuff in it makes it feel like you're supposed to do it early on, or even right away. Because if you already have colonies, some of the dialogue and quests make no sense.
Like when you need an audience with Baikal Daud so you have to convince a Persean leader to give you diplomatic credentials. Wait, what? My megacorporation produces half the starship hulls, supplies, and heavy weapons in the sector. We grow almost half the food. We produce the majority of starship fuel. And whenever another faction comes to attack us because "ree you can't just run a free port" or "ree I don't like you dominating the domestic goods market" our fleets just swat them aside effortlessly. Why would I need to pretend to be a Persean lackey when I'm in charge of one of the biggest players in the Sector? It would be normal to have a face to face meeting with Daud without needing any pretense.
For that matter why even deal with the Hegemony at all? If the Galatia Academy didn't want to deal with Hegemony interference they could just relocate to one of my planets and do whatever they want.
Etc. I understand why these things aren't that way - it would essentially require doing multiple versions of the main quest and/or a lot more branching options - but it does mean that, at least in my opinion, for the main quest to make sense you really have to do it relatively early in a playthrough.
i think it's unavoidable. the alternative is Freelancer-style hard-gating story missions behind arbitrary income numbers, which would be very hard to convey to the player without some immersion-breaking "YOU MUST HAVE EARNED X CREDITS TO UNLOCK THE NEXT MISSION" type of messaging.
NTA I just wish it did recognize shit like commission with the hegemony or other things. Also the current "ending" is fricking awful.
As someone who has an autistic hatred of story in games, the best thing Nex ever did was add a "skip story" button. it almost makes for those stupid artillery stations.
>last I heard the skip story option was bugged though.
Used it last playthrough. Didn't give me any problems. I was even able to access the cool stuff, like Alpha Site and the Ziggurat. Although there was one issue where I had the chance to return the Hamatsu to that one chick who asks you to get her ship, BUT her planet was sat. bombarded, so trying to access the mission resulted in a crash. Only issue I had though.
Also I like the story, it gives you a solid amount of credits (even more on next patch according to the notes) and its pretty easy to do quite quickly
My only issue is that Merc doom fleet thats HARD AS BALLS to beat, I normally just skip them by going to the alpha site before you're supposed to
The current ending is a bit meh, but I think its setting up for the next part right? Some sort of end game crisis I think
Depends on your fleet but out of all the phase ships in the game the Doom is the easiest to kill because they don't phase outside your range like the others do
>Aren't those artillery stations part of IndEvo?
Now that you mention it, yes.
kek >Also I like the story, it gives you a solid amount of credits
The story missions don't give you any money. Alviss missions give you money. The "ending" is garbage.
i think it's unavoidable. the alternative is Freelancer-style hard-gating story missions behind arbitrary income numbers, which would be very hard to convey to the player without some immersion-breaking "YOU MUST HAVE EARNED X CREDITS TO UNLOCK THE NEXT MISSION" type of messaging.
Achtually... >Like when you need an audience with Baikal Daud so you have to convince a Persean leader to give you diplomatic credentials. >Why would I need to pretend to be a Persean lackey when I'm in charge of one of the biggest players in the Sector?
You are missing some of the context.
You are never pretending to be a Persean lackey, you just use one (blackmailed by Baud) to get a ticket that let you see someone who normally wouldn't know your mail existed if you sent him one because Baud isn't that important.
Do you think a low-key academy Provost can ask the SUPREME COMMANDER OF THE HEGEMONY "please set up a rendez-vous at 8h with a random captain"?
It's like your school teacher saying she'll arrange a meeting with the US president for you. and she do so by blackmailing a Saoudian Prince who pretend it's for important oil affair that the POTUS need to meet you
>For that matter why even deal with the Hegemony at all?
The academy is within a system controlled by the Hegemony and seem to belong to the Hegemony. It's no "free state". The Hegemony have every reason to care about the madman who almost cut the only jump point for million of Hegemony citizen
>they could just relocate to one of my planets and do whatever they want.
You mean the instant-colony that is ridiculously easy to make as somehow your unknown captain can attract hundred thousands peoples to serve him and build him fleets without voting?
If we wanted this to be credible, you'd need to gate the colony behind a campaign that give you more legitimacy than Phillip Andrada. Like: "you saved the sector from cosmic horror, millions have seen you on TV, you helped the leader the peoples voted for"...etc
Forgot to say, there's also the fact the Provost plan to use a gate is very dangerous, going by official channel (if possible) would attract attention from dangerous people who check those channel.
However, going through some diplomat asking a meeting for totally unrelated reason, might escape that attention.
>tfw changed vanilla portraits before looking at them >tfw she had a sexy animu girl portrait >tfw was role playing doing it because she's a qt >tfw i discovered her vanilla appearance
it was horrible.
You can easily buy the contracts of thousands of crew members at a moment's notice. If you frame it as a financial transaction in a corporate dystopia, and their wages are covered in colony expenses, then there's no need to add yet another shitty and tedious story to the game while still remaining plausible.
The starting population are simply your workers, and those who show up can simply be enterprising individuals or hard luck refugees that eventually become defacto residents.
Besides, the only thing that's "instant" is the habitats (which isn't that hard to believe imo), the spaceport isn't working for a couple weeks.
What I wouldn't mind, though, is a secondary reputation that changes based on your ethics, who you kill, etc. that can change how people view you as a person, instead of just how useful you are to a specific faction. You can gate colony *growth* behind that, but it should still be able to be subsidized, since independent wealth is also an achievement in these dark ages.
But I absolutely do not want to trudge through the same bullshit every game just to get started in the colony game.
"easy crew" is gameplay simplification hiding turnover. IMO crews should be made harder to find, not just a different kind of fuel.
Framing everything as a dystopia where the crew are serfs worse than Tri-tac won't make colonies less cheesy, this is plain gameplay favoritism and we must recognize it.
hard luck refugees would sound plausible if we had a setting-changing events making existing factions less safe than our glorified company-town, but we'd still need to become famous Andrada 2.0 for more than using a gate.
>What I wouldn't mind, though, is a secondary reputation that changes based on your ethics, who you kill, etc. that can change how people view you as a person, instead of just how useful you are to a specific faction. You can gate colony *growth* behind that, but it should still be able to be subsidized, since independent wealth is also an achievement in these dark ages.
To me this sound tedious, constraining and not the good kind of complex.
Many players won't want to be forced to play "ethic minigames" before they can carpet bomb all factions.
How to get all the cakes and eat them is gonna be trouble, but don't diss the power of campaign
1) be hired to find a planet for a colony = you chose
2) be hired to escort refugees from factions = popular support even if you then nuke factions
3) AI war or/and cosmic shit happen = other factions lose force, it can even kill your employer leaving you to lead the people
>then there's no need to add yet another shitty and tedious story to the game while still remaining plausible.
I fully support the addition of a separate creative mode for respectable gamers who beat the campaign / cheaters in need of instant gratification, but the story writing is within average and don't deserve all the bashing. Especially for people who consider "plausible" to be handed supreme power.
>IMO crews should be made harder to find, not just a different kind of fuel.
It doesn't fit the game though, there are millions of people just waiting around to do nothing.
>there are millions of people just waiting around to do nothing.
How many are highly skilled spacemen?
>"easy crew" is gameplay simplification hiding turnover. >this is plain gameplay favoritism
Why is that bad, exactly? What, do we cut numbers, so you have to make five more stops to crew a new ship? Because that would just suck.
>To me this sound tedious, constraining and not the good kind of complex.
Gating colony content behind story missions isn't constraining? Making crew arbitrarily more difficult to acquire isn't constraining?
A reputation system would be just that. If you're a successful captain, people would want to follow you, even if just for the paycheck. The difference is that you get to build your reputation by participating in the existing gameplay loop, NPCs react to you differently, and you personalize your crew as people who follow you for your own brand of success (possibly with varying advantages), instead of going through a scripted sequence entirely divorced from the state of the game world. Maybe you have to convince them to stick with you when you suddenly sat-bomb an ally, but that's better and more meaningful than doing scripted courier missions that will somehow excuse sat-bombing anyway.
With your idea of challenge, you may as well just set an egg timer and do trade runs until it goes off before clicking the colony button, you'll get roughly the same amount of engagement.
And no, regardless of the writing, the campaign was a fricking slog of trivial busywork. There was no point during those missions that I'd rather not just take random missions from a random contact for a better, less predictable, but functionally identical experience with characters I hate less.
If "supreme power" is exploiting your position as a starship captain to buy no-questions-asked employment contracts from people who just want to see the stars/get off their shithole rock, I'd hate to see what you think of exploring. You click on ships and acquire loot. You don't even spend 3 hours orbiting Galatia Academy to get a degree in archaeology first.
>Why is that bad, exactly?
Not bad, but it feel irrelevant, you barely care about minimizing crew loss.
In that vein I've yet to ever lack room to carry crew/marine, the game have dedicated transport ships but without Ground combat bonus they are decoration.
Of course, this is very low priority with little impact unless Alex have a genius idea using crew transport.
>Gating colony content behind story missions isn't constraining?
Agreeing the game need a creative mode: no it isn't.
It is called Progression and give credible context to your ascension as the New Domain Emperor.
I'm not seeing the hidden genius behind your suggestion either and it doesn't sound any more immersive, just wishfully hoping RNG-NPC have engaging RNGpersonalities/RNGdialog (and I like Rimworld).
We both know storydriven game aren't bad and StarSec need free-roaming, but sandbox with 100% RNG missions are overrated. You may as as well stare at paint and imagine a game in your mind, pretending grinding +100 rep points with <NPC 165> made saturation bombing cities ok for your crews/serf.
Sad to hear you dislike the storyline so much, thought in this place I think you just get carried by the hatewagon.
>Making crew arbitrarily more difficult to acquire isn't constraining?
This is basic balance with linked mechanic, just like limited fuel doesn't constrain you: it give you a reason for tanker, is fun and the good kind of complex.
>If "supreme power" is exploiting your position as a starship captain to
...turn crew into serf with indefectible loyalty ready to commit warcrime?
Yes
>I'd hate to see what you think of exploring
You are being petty, exploration is fine: we need to plan your fuel, supplies, sensors, volatiles, skilled crews (may include Domain-archeologist) ...etc. It is complex, reward planning and hard choice and we aren't handed instant kingdom.
1 year ago
Anonymous
>moron continues to aggressively misinterpret what kind of game starsector is
1 year ago
Anonymous
>shitter don't read the post at all and react to imaginary strawman
I'm pro creative mode and want story mode to trigger drastic change in vanilla, you'd hardly find anything to hate. you won't even read this
>"easy crew" is gameplay simplification hiding turnover. >this is plain gameplay favoritism
Why is that bad, exactly? What, do we cut numbers, so you have to make five more stops to crew a new ship? Because that would just suck.
>To me this sound tedious, constraining and not the good kind of complex.
Gating colony content behind story missions isn't constraining? Making crew arbitrarily more difficult to acquire isn't constraining?
A reputation system would be just that. If you're a successful captain, people would want to follow you, even if just for the paycheck. The difference is that you get to build your reputation by participating in the existing gameplay loop, NPCs react to you differently, and you personalize your crew as people who follow you for your own brand of success (possibly with varying advantages), instead of going through a scripted sequence entirely divorced from the state of the game world. Maybe you have to convince them to stick with you when you suddenly sat-bomb an ally, but that's better and more meaningful than doing scripted courier missions that will somehow excuse sat-bombing anyway.
With your idea of challenge, you may as well just set an egg timer and do trade runs until it goes off before clicking the colony button, you'll get roughly the same amount of engagement.
And no, regardless of the writing, the campaign was a fricking slog of trivial busywork. There was no point during those missions that I'd rather not just take random missions from a random contact for a better, less predictable, but functionally identical experience with characters I hate less.
If "supreme power" is exploiting your position as a starship captain to buy no-questions-asked employment contracts from people who just want to see the stars/get off their shithole rock, I'd hate to see what you think of exploring. You click on ships and acquire loot. You don't even spend 3 hours orbiting Galatia Academy to get a degree in archaeology first.
>setting is clearly an excuse for space battles set in the dark ages after the fall of space!Rome >the fandom takes it super seriously and even sees it as agitprop for [insert ideology here]
Was it autism?
while i was exploring, the hegemony was expanding. i got a notification that everyone else was falling into irrelevancy.
i haven't even made my first million yet.
will factions stay on life support until i find paragon blueprint and start fricking the hegemony in the ass and return planets to their original owners?
I dunno, but there's this console command mod that can both refresh markets and find wares across the galaxy
https://www.nexusmods.com/starsector/mods/2
one more question, can i make a profitable colony now that the hegemony is dominant or do i need to disrupt their stuff constantly so i might as well just invade to give back planets without starting a colony?
if you mean that the hegemony got a market size/conquest victory, that's essentially flavor text by nex, don't worry about it
one more question, can i make a profitable colony now that the hegemony is dominant or do i need to disrupt their stuff constantly so i might as well just invade to give back planets without starting a colony?
no, unless they own every single market and you are hostile with them there isn't much to worry about unless you shack up next door to them
>if you mean that the hegemony got a market size/conquest victory, that's essentially flavor text by nex, don't worry about it
that's good to know.
thanks! >no, unless they own every single market and you are hostile with them there isn't much to worry about unless you shack up next door to them
thanks!
now that i'm looking throw systems, they do have planets in many places but not everywhere.
i supported the rebellion of the church and now they kicked the hegemony.
blog/
supporting rebellions seems expensive because i'm selling to the black market at a lower price than the lowest available but i'll try to support rebellions to kick the hegemony while simultaneously doing missions for them to get enough money. for roleplaying purposes. not that i have the money for a colony since i found a guy providing his own blueprints for every ship but at double the price. i now jave 2 dooms.
/blog
I dunno, but there's this console command mod that can both refresh markets and find wares across the galaxy
https://www.nexusmods.com/starsector/mods/2
Havent played with Doom for ages, but usually you load it with every strike weapon you have (am blasters, reapers, that stuff) and abuse shield AI.
Drop mine behind>ship turns shields there>unload>wait in phase for recharge>repeat
Or you can use to delete fighters. For ship to ship combat player harbringer or afflictor are better anyways
I like the story bits around it but the ship itself I don't think is all that powerful given its cost to operate. I still think you should be able to put an AI core in it and "restore" it over time rather than it just being a busted version of the boss fight. I don't think it should be the same ship but it should be at least a bit more unique in how it works. It basically becomes a regular ship with a shitty mote spam attack.
A lot of ships are too slow in general. I don't think the zig needs buffing it needs outright reworking. You shouldn't just fill it up with crew and go.
>dropped 3 ox ships, the extra prometheus and the troops transporter >took the industry perk that gives 50% more resources from salvaging >profiting from daisy chaining exploration skyrocketed >able to afford more combat ships
huh, if only i'd known this before the hegemony took over the system...
so i should switch to flux capacitors stuff?
searching a little, it seems all phase got nerfed in the current version.
what is the noob friendly ship now?
>>go to explore the edge of the sector
not even the edge
This homie doesn't check the map's fuel range feature to see if they can afford to make a trip somewhere.
if one forgets to check it before leaving the core world, one has to make a guesstimate.
and i'm bad at that.
the nerfs to phase means you have to choose between the two hullmods to make them not shit >phase anchor
fit for all or nothing strike weapons like reapers because 0 cost initial phase cloak and x2 weapon recharge or >adaptive phase coils
have more speed in cloak by increasing the hardflux threshold before you start slowing down >what is the noob friendly ship now?
for phase or in general? doom is good and so is the phase capital ship. in general, i'd say an onslaught is straightforward enough, (just have ships to cover your ass because of shield arc).
at what point should i include a capital in my fleet?
currently i'm running with 2 not very well built dooms, 2 harbingers and a falcon.
i can do 100-150k bounties with some difficulty but i feel adding the onslaught i found in a REDACTED system will just tank my income again.
i'm currently sitting at 300k after getting my 2 dooms.
>all your objectives are belong to me >*teleports behind you* "Nothing personal" *missile salvo kills the engines* >you're running away from my fleet of capitals? Allow me to wipe out 75% your cruiser armada with a single wolf for like 5 supply.
IndoEvo edition: >hang on guys, lemme just go sneak through this minefield and plop down this satelite, while you chill in asteroid belt
Caps hold the line, take the pounding and build up enemy flux
Cruisers move in, overload enemy shields/force the shield drop,
Destroyers keep frigates at bay
Frigates of first wave start by capping objectives, expend all their missiles fighting enemy frigates, then retreat when their PPT runs out.
Second wave frigates arrive, flank around enemy line, draw away their ships, redirect shields, allowing your caps to land some hits. If possible, they knock out enemy caps engines, distract pd and draw away the fighters.
Or just get UAF nukes and erase enemy fleet in one salvo.
Fleet comp is too heavily dependant on what am I currently doing.
Phase task force, exploration fleet, long range hit-squad, [REDACTED] removal regiment and grand invasion battlefleet all look vastly different.
>mid game fleet
should have a cruiser core of 4-5 ships, one of which you pilot yourself, and one another small ship of your choosing to use in case the flagship get destroyed or you need to flank/chase exposed enemy ships, an element of mobile skirmishers to wipe out forward and flanking enemy frigates and contest caps (shrike spam or hammerhead/enforcer with tempests), topped with at least two condors fielding interceptors for air cover
the first and most important thing to look for in a fleet is the ability to wipe out frigate threats as they close in, anything else is secondary
endgame
depend on you, for me its a single flagship cap, 8-10 cruisers, 3-4 cruiser carriers carrying a mix of interceptor and fighters to flush out fighters and frigates, 3-4 elite destroyers to contest cap and scout, nabbing small kills as they come before the fleet show up.
>cap and frig
unless you are really good at captaining the flagship, your fleet will get squashed by carrier fleets (frigs have shit AA, cap AA only goes so far), path fleets (frigs cant take pressure, cascading into swarming your flagship), big pirate stacks (frigate PPT), hegemony fleets (emphasizes few quality cruisers escorted by destroyers and harassing frigates, bad matchup for you)
thanks.
i guess i'll get some herons to get rid of frigates.
i'm close to the end game.
have 1.5 million credits, 2 onslaughts 4 dooms and a bunch of falcons and eagles i got from bounty hunting.
on one hand, i don't want to make a colony because it'll make the game too easy.
on the other, i'm barely staying afloat with bounty hunting...
back to the first hand, i don't even have a paragon blueprint or even any capital blueprint so this should make things interesting
doom is a very expensive and inefficient ship when its in your officer's hand, in your hand, it can shine, in AI's hand, they can spam 12 of it with impunity, but otherwise they're just a very, very dedicated air superiority cruiser
get good at captaining your onslaught, take 3 or 4 frigates with you to cover your sides and rear, leave the other onslaught and falcon/eagle to form their own battle line and do their AI thing while you do human things with your superior tactical intellect
1 year ago
Anonymous
>your superior tactical intellect
o-of course. haha.
>Ignore the game for a year. >Come back on a whim. >Discordgays have become full autismo. >Some anon is making a rapemod. >Bunch of stupidass dramas over at the forum.
What a time to be alive.
Are the military officers in bars a vanilla thing or are they nex? (not talking about IBB) Because those are faction based so you could just go to a pirate bar to get pirate missions. Also there are pirate contacts that will give you missions like other factions.
Are the military officers in bars a vanilla thing or are they nex? (not talking about IBB) Because those are faction based so you could just go to a pirate bar to get pirate missions. Also there are pirate contacts that will give you missions like other factions.
>"Military officer offering bounties"
that's always against pirates and away from coreworlds >"Underground bounties"
that's always against other factions, inna core.
contacts and bar opportunities are vanilla.
the thing is, i don't want to antagonize anyone. not just pirates.
i guess it's exploration and trading/smuggling for me...
i don't want to "side" with the pirates.
just to be friendly with them so they would leave my future colonies alone.
i'd befriend the luddic path too if they gave exploration missions like the pirates.
That's not how it works, anon. Pirates still target your colonies and the only differences is that your patrol didn't attack each them and instead standing aside while these scums raid merchant fleet who wanted to trade with your colonies.
1 year ago
Anonymous
NYOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
1 year ago
Anonymous
Specifically, if you're using Nex, getting friendly with pirates prevents them from reducing the accessibility of your colonies via raiding, but they can still take out merchant fleets and cause commodity shortages, with the bonus of your defense fleets not stopping them.
If you're playing vanilla, then befriending pirates has zero benefit except for I THINK not getting attacked by them while in the core worlds, so they still raid and pillage your stuff
1 year ago
Anonymous
>getting friendly with pirates prevents them from reducing the accessibility of your colonies via raiding
You still get lowered accessibility and stability because they hit the fleets trying to sell you shit so it doesn't actually avoid this. Its lessened because you're buddies with them though.
You can get around this a bit by shoving a bunch of resources your colony needs in its inventory and letting them use stockpiles but this is a stopgap.
>there are millions of people just waiting around to do nothing.
How many are highly skilled spacemen?
[...] >Why is that bad, exactly?
Not bad, but it feel irrelevant, you barely care about minimizing crew loss.
In that vein I've yet to ever lack room to carry crew/marine, the game have dedicated transport ships but without Ground combat bonus they are decoration.
Of course, this is very low priority with little impact unless Alex have a genius idea using crew transport.
>Gating colony content behind story missions isn't constraining?
Agreeing the game need a creative mode: no it isn't.
It is called Progression and give credible context to your ascension as the New Domain Emperor.
I'm not seeing the hidden genius behind your suggestion either and it doesn't sound any more immersive, just wishfully hoping RNG-NPC have engaging RNGpersonalities/RNGdialog (and I like Rimworld).
We both know storydriven game aren't bad and StarSec need free-roaming, but sandbox with 100% RNG missions are overrated. You may as as well stare at paint and imagine a game in your mind, pretending grinding +100 rep points with <NPC 165> made saturation bombing cities ok for your crews/serf.
Sad to hear you dislike the storyline so much, thought in this place I think you just get carried by the hatewagon.
>Making crew arbitrarily more difficult to acquire isn't constraining?
This is basic balance with linked mechanic, just like limited fuel doesn't constrain you: it give you a reason for tanker, is fun and the good kind of complex.
>If "supreme power" is exploiting your position as a starship captain to
...turn crew into serf with indefectible loyalty ready to commit warcrime?
Yes
>I'd hate to see what you think of exploring
You are being petty, exploration is fine: we need to plan your fuel, supplies, sensors, volatiles, skilled crews (may include Domain-archeologist) ...etc. It is complex, reward planning and hard choice and we aren't handed instant kingdom.
>highly skilled spacemen
kek that is not what "crew" are in starsector at all anon.
yeah like the other anon said, they won't fight you, but they *will* fight all the other factions that show up, salvagers, etc.
good way to get free salvage though kek
>"Military officer offering bounties"
that's always against pirates and away from coreworlds >"Underground bounties"
that's always against other factions, inna core.
no, underworld bounties target factions
yes, deserters became pirates
yes, you can but only underworld bounties (smuggling, killing trade/patrol convoy of a specific faction)
also Luddic Path offers underworld bounty beside the pirates
>what if i want to befriend pirates, can i still do bounties?
Yes, just take them out with your transponder off. A pirate's worst enemy is other pirates, after all.
Specifically, if you're using Nex, getting friendly with pirates prevents them from reducing the accessibility of your colonies via raiding, but they can still take out merchant fleets and cause commodity shortages, with the bonus of your defense fleets not stopping them.
If you're playing vanilla, then befriending pirates has zero benefit except for I THINK not getting attacked by them while in the core worlds, so they still raid and pillage your stuff
thanks. i'll just do bounties normally then...
frick those treacherous fricks.
i'll frick'em all.
rapesector taking pirates officers prisoners when?
or is it already in and i'm too moronic to figure out how?
yeah like the other anon said, they won't fight you, but they *will* fight all the other factions that show up, salvagers, etc.
good way to get free salvage though kek
>what if i want to befriend pirates, can i still do bounties?
Yes, just take them out with your transponder off. A pirate's worst enemy is other pirates, after all.
what is a better system to colonize,
a system close to the core world with an arid planet and a jungle planet or a system at the edge of the sector with a water planet and a cryosleeper?
need a lot more info than that, also should probably aim for 3 planets, 1 for farming, 1 for mining, 1 for commerce.
also keep in mind
(from a guide) >Avoiding Luddic Path Cells
This is the reason to build across 2 separate colonies. Cells spawn because Technology/Industrial activities generate interest. The magic number to avoid is 7 per planet. >Farming (0) + Heavy Industry (2) + Pristine Nanoforge (4) = 6 < 7 >Mining (1) + Refining (2) + Fuel Production (2) = 5 < 7 >Tech-mining, Orbital Works Upgrade, Synchrotrons, AI Cores also generate interest
Is Pather such a trouble you need to build your colony skirting around them? Since I'm using Nex and IndEvo, I could simply push the glow button on my agents whenever they're fricking around my turf.
it's depends on the agent competency and it's about 80% of success chance. My star fortress was disrupted once by the Luddic cell just right before the planet being invaded by the Legio and I install TASC ever since. Can't leave them to chance anymore
Without having operatives on auto its tedious to deal with them. With mods its a different story. Early on its best to just keep those in mind so you don't have to waste money on it. Later on, frick em all.
Closer one. From what you say, they have good farming opportunities (high early income and food is important for your empire anyway)AND these colonies are close to the core, so high accesibility, which keep in mind is directly responsible for for how much you earn from the colony.
If they have low enough hazard, it's all the better.
Cryosleepers are overrated IMO.
They accelerate growth, but with hazard pay you can still get any hellhole to size 6 and at that moment it becomes useless.
I just use the standard loadout then in battle I let it sit behind/next to the Astral (which has quite a good loadout, Omega weapons etc)
Honestly the Mora just needs the "standard" loadout (and an officer) as its quite a hardy ship with its dampener system and fighter complement
I've seen the AI hold its own with the Mora against really bad odds, its very survivable and its a great ship to get early game/mid game
I've had this Mora since the first year of my current campaign and its basically come all this way with this loadout
>never find a forge worth a frick so don't really bother worrying about it too much, a forge is a forge. >start lookin around for somewhere to settle down >pristine nanoforge on a random shit planet's ruins
oh ok, guess we makin fancy ships
So I'm still heading my head around fiddling with .jar files. Can I just crack one open in 7zip, make my file edits, then open it as a project from existing sources in Intellij, and refactor it if all I want to do is fiddle with a mod's innards?
its a bit more complicated then that unfortunately
Most mods are targeted to java 7 (sometimes Java 8) so you need the JDK for that for start
Then you need the .java files for the mod, ideally from source, but you can decompile from class files using a decompiler (eg http://www.javadecompilers.com)
Then you need to make a project and compile with dependencies, such as the Starsector libraries, theres a good quick start on github that you can use (its what I used) here https://github.com/jaghaimo/starsector-mod
just plug in the java files into that template from the mod and you should be able to compile it yourself using gradle to help get the deps for you
If you dont want to go all the way you could maybe decompile class files and recompile them individually, but you still need the deps to do that so its gets messy very quickly, so better to have the whole project then bits and pieces imo
>make absolutely no changes to my mods for MONTHS >go to start a new game after a while >crashes when stabilizing economy
Guess I'm done with starsector for a while
that's it, i cheated.
i couldn't find decent weapons to equip my ships in the core world since i started this run.
i bought them from the nex free port thingy.
>Shadowyards
Blegh, they give off the same vibes as the Sanguinary autonomous defectors, aka not a good vibe.
what's egregious about shadowyards? the only thing I don't like about it is player-controlled mimir being nigh impossible to lose with due to the long range sniper cannon, the infinite juke system paired with it, and the pilot art standing out too much from the vanilla pilot art
I personally like the mod, but aside from the art style that massively clashes with vanilla, it adds a new commodity that breaks trade missions, everyone in the sector will be asking for cloned organs.
I personally like the mod, but aside from the art style that massively clashes with vanilla, it adds a new commodity that breaks trade missions, everyone in the sector will be asking for cloned organs.
said there are a couple of issues but they are soulful imo
Anyway guys I'm killing the UAF, should I invade and take over their home planet or do complete global saturation and bomb them into the stone age?
Also, imagine being sent in to fight and seeing a graveyard of your own ships blocking the way, kek
it just has that weird "fake" plastic look all their ships have.
I hate the smooth look all troony mods and bugmen mods have. Its strange how its pretty much universal as well. Hence the inquiry.
what are the requirements?
i feel like i'm missing something obvious.
i've defeated many pirates but never got to capture anyone.
do i need a colony?
it's like the mod isn't activated.
it says "take no prisoners 0.14.4" in the in-game mod list.
>there is a skill you need to put on your skill bar
i knew i was moronic but i keep impressing myself with how moronic i am...
if you look in the tnp tab and see no officers you don't have any.
Just to make sure you know, there has to be officers in the ship and you have to actually disable them to capture. A lot of the time officers in frigates especially pirates will instaflee so if you don't chase them down you won't capture anyone.
thanks.
i do have prisoners. but i'm a moron.
now, how do i go about disabling enemy ships instead of exploding them?
Oh just shoot them like normal, the key is just not letting the officers flee, which happens a lot of the time. Disabled/destroyed isn't really something you can affect I don't think. (in regards to enemies)
1 year ago
Anonymous
[...]
to be clear I don't think disabling/destroying changes the change to capture i just used disabled to differentiate from them fleeing the fight, which is *very* common with NPC officers.
Desroyed/disabled seems a bit random to me.
Doesn't matter if I chip away at health or just delete the ship in one fell swoop, sometimes it breaks and sometimes it doesn't.
thanks.
maybe they flee in very big fights ?
i'm still in the earlyish game and i don't remember any ships escaping.
1 year ago
Anonymous
There's a text file in the mod that shows you what the odds of capturing members of different factions are and I think you can fudge them.
1 year ago
Anonymous
The second you apply any pressure to anything below steady officers they will flee. Quicker ships flee faster.
I've alpha'd a big ship and had 10 frigates just go "nah we're good" and leave kek
The commander of the enemy fleet will always be captured
The regular capture chances are in the faction configs
Destroyed ships have 50% less chance to capture the officer, but thats not something you can effect (disables/destroys)
>The commander of the enemy fleet will always be captured
I don't think this is true at all even if its what that broken mod intends.
1 year ago
Anonymous
I've looked at the code, pretty sure its true, you can test this and the commander (the officer with the star in the enemy fleet) should always end up as your prisoner
1 year ago
Anonymous
Again I'm acknowledging thats what the code may say is supposed to happen, but it is not what actually happens. Especially if the commander just runs the frick away.
1 year ago
Anonymous
I've looked at the code, pretty sure its true, you can test this and the commander (the officer with the star in the enemy fleet) should always end up as your prisoner
Nevermind, it is broken, or maybe it doesn't work quite right when you fight multiple fleets or have multiple engagements?
I know that certain officers can be flagged as "always capture" and normally the commander of the enemy fleet should be automatically captured
1 year ago
Anonymous
Yeah that is why I was saying what the mod intends vs what actually happens. It might be something else fricking with it even (another mod or state or who knows)
i didn't know it existed until now.
is it really worth it?
does it upgrade vanilla significantly or will it just make the game run slower and have a barely visible effect?
You can disable all the actual graphical additions to it, I use it because Arma wants it.
That said it didn't hurt my performance and adds some nice graphical touches.
Desroyed/disabled seems a bit random to me.
Doesn't matter if I chip away at health or just delete the ship in one fell swoop, sometimes it breaks and sometimes it doesn't.
Oh just shoot them like normal, the key is just not letting the officers flee, which happens a lot of the time. Disabled/destroyed isn't really something you can affect I don't think. (in regards to enemies)
to be clear I don't think disabling/destroying changes the change to capture i just used disabled to differentiate from them fleeing the fight, which is *very* common with NPC officers.
1 year ago
Anonymous
The commander of the enemy fleet will always be captured
The regular capture chances are in the faction configs
Destroyed ships have 50% less chance to capture the officer, but thats not something you can effect (disables/destroys)
if you look in the tnp tab and see no officers you don't have any.
Just to make sure you know, there has to be officers in the ship and you have to actually disable them to capture. A lot of the time officers in frigates especially pirates will instaflee so if you don't chase them down you won't capture anyone.
i didn't know it existed until now.
is it really worth it?
does it upgrade vanilla significantly or will it just make the game run slower and have a barely visible effect?
I wish I could experience what it was like to play this game for the first time again. Before I knew what every ship was good at, or how to work anything. Everything was mysterious and I actually enjoyed reading every prompt. My first capital (legion XIV for life) was a genuine achievement for me, and I treated my colonies as more than cash farms.
The magic just isn’t there for me anymore.
as with all sandbox games, the secret is to roleplay
only build a fleet of certain type of ships, ally yourself with a certain faction, become a pirate/trader/explorer
roleplay is the key to making replaying a sandbox game fun again
>ally myself with Star Federation >be a humble trader >build myself up so that I have a capital ship and 20+ strikecraft mecha >before long, create a new system that's solely owned by me (don't care about the planet conditions, I'll take the extra hazard costs) >quit the star fed commission, become my own action, team up with the star feds as equals >try to ally myself with diable avionics >wipe out everyone in the sector
Knowing the destination means nothing, because it's the journey that's important. Like when you get invaded by multiple hostile factions, AND you need to deal with a remnant threat, so you create a battle strategy to lure them towards your star fortress. Then let the magic flow.
as with all sandbox games, the secret is to roleplay
only build a fleet of certain type of ships, ally yourself with a certain faction, become a pirate/trader/explorer
roleplay is the key to making replaying a sandbox game fun again
alright bros its done, the UAF have lost their home systems and I've got a literal frick ton of officers as captives
how much are you guys willing to pay to buy them? Heck I'll make it a buy one get one free offer (while stocks last!)
Ironic that the easiest way to beat them was just to send invasion fleets via nex that were insanely huge.
My fleets used low tech ships (eg onslaughts and moras) and it turns out they were better then the UAF, anime gets btfo once again
Now, how do i find the queen? Asking so that I can hold her hand and make rape to her gently
https://twitter.com/amosolov/status/1636141677206274050 >Fun little feature of the new Gigacannon: its shots keep going after hitting fighters if the fighter is destroyed by the shot!
Also confirmed for Gauss, Hellbore, and Onbawd's TPCs.
>want to make a full phase fleet >realise I suck at using phase ships >realise the AI really fricking sucks at using phase ships >no longer want to make phase fleet
, Eagle, anything that can take a hit and dish out back. Remnants are shooty but brittle, except for the Radiant which cause seethe to everyone on the wrong side of it's gun
There's quite some recommended comps to deal with Remnants effectively and efficiently,
But to sum all of them, they are composed of just having 1 damage dealer like a Cap then the rest are either DD's and/or Frigate spam with the strategy of staying close, covering each other, break them up and destroy each ship one by one,
My 2 favorites are either 4 Shieldless Onslaught strat or High Tech wolfpack tactics.
Which ArmaA mech is best suited for Wolfpack tactics? The Aleste just flies into the Enemy and kills itself while the Leynos is fragile as frick. Should i just use VX Customs and Gareggas?
i'm getting destroyed.
did i really rust this much or there was a nerf besides phase ships in the most recent update?
i used to run an onslaught and several cruisers and beat 250k bounties just fine.
now i'm struggling against a pirate base+the fleet protecting it.
Already posted em. Also did Star Fed get updated recently? A lot of those ships look new.
>modded cheat ships
kek
champion is the best cruiser btw
Some mods have ships that are really cool but worse than many vanilla ships, like Diable. Is it really cheating if I'm gimping myself for style?
cope and seethe vanillababby
Pshrike
back pds empty, med sabot, ion pulser or cannon, antimatter blaster, light needler, ir pulse laser. max capacitor, the rest into vents
but at 5 the real best ship in the game comes out
chad fulgent
double med sabots, double small sabots, 2 antimatter blasters, one ion pulser, empty pd slots or mining lasers cause if they live long enough for pd to matter on a destroyer i've already lost
oh and make sure to at least have a beta core
honorable mention to eradicators and manticores for being workhorses, and Pafflictors for being the most enjoyable player ship
post your champion fit
faction mods are ass. no one spends time making realistic looking ships that fit in with the rest, no one gives a shit about balance (every ship/weapon/faction mod just makes the game easier by a mile or in some cases (amazig) by about a hundred miles). they're exciting for about an hour or two, and then the game gets stale and boring as frick. mods have tons of cool ideas, but i honestly dont understand how people enjoy just stomping every vanilla fleet in the game with modded ships. boring lives i guess. maybe they're the same people who use the zig or a doom
chad
you're forgetting a dozen other ships that are faction specific in vanilla
you're also missing a huge point
>look at mod faction fleet
>they have no vanilla ships at all
tritach is the literal snowflake corp that has ties to the remnant, and even they share ships with other factions even if they have maybe-- maybe more ships unique to them than any other faction (which is debatable, without checking myself i'd guess pirates have more unique ships thanks to having a literal (P) variant)
so show me a faction mod that only adds 3-4 ships and builds off the base fleet in game, and doesn't add 20 weapons, half of which are downright busted and half of which do exactly the same thing as vanilla weapons- dear god we can't let the snowflakes use even one vanilla pd weapon!
>back pds empty
>empty pd slots or mining lasers
>if they live long enough for pd to matter on a destroyer i've already lost
Wouldn't it harm you against carrier-heavy fleet?
The player can just pull back and let other ships kill the flies out while you save precious ordnance points for stronger weapons on the front. Not saying they are useless but when you have more than one ship fielded then you can optimize your main ship for killing power while other for tanking or fly swatting.
>so show me a faction mod that only adds 3-4 ships and builds off the base fleet in game, and doesn't add 20 weapons
https://fractalsoftworks.com/forum/index.php?topic=23393.0
> download mod
> Bastards
kek
some feedback though
- I dont like how the Ko combine has config changes, it doesnt feel like zoom out, officer spawning and other misc setting changes should be bundled with a faction mod. I just deleted them but its just a bit of hassle and I was kinda scared to initially download because I wasn't sure if it was hardcoded in the .jar or not.
- How many new ships does this add? I think its about 10 looking at the ship csv file but it would be nice just to have a number of "new" hulls/weapons. Variants don't need to be counted.
>some feedback though
Feedback's always welcome
> I dont like how the Ko combine has config changes, it doesnt feel like zoom out, officer spawning and other misc setting changes should be bundled with a faction mod. I just deleted them but its just a bit of hassle and I was kinda scared to initially download because I wasn't sure if it was hardcoded in the .jar or not.
You're right, this is just me being lazy. I wouldn't consider any of the settings major game-changers though so I've left them in there. Feel free to tweak or delete. As for hard-coding stuff, I'm against this as a practice unless it's absolutely unavoidable. It's one of the reasons why I made Angry Periphery it's own mod, players shouldn't be forced to play with the extra planets/systems if they don't want to.
- How many new ships [and weapons] does this add? Variants don't need to be counted.
12 in total:
4 - KoC exports
4 - KoC Regulars
4 - Gogles (I'm counting the Shade/Afflictor as 'new' due to the hardpoint changes)
4 - Eridani
+1 Fighter
Weapons, there's 7 (The Maiden missile comes in small/medium/large but I'm counting it as 1). There's weapon tweaks coming though, looking to remove the Caseless AC/Grav Burst and replace them with a single weapon, unless you lot are attached to either of them, I know one of you hates the gravburst.
>12
*16
>but i honestly dont understand how people enjoy just stomping every vanilla fleet in the game with modded ship
I just get mods that also buff vanilla factions so it isn't a stomp
Why do people complain about this when vanilla literally has the Ziggurat?
anime girl has a point
Im literally destroy the meme iron shell fleets right now with my trusty zigger
Iron Shell really isn't as bad as people say it is. The new ships fit with the aesthetic and nothing is particularly overpowered.
Yeah the egregious parts of Iron Shell are the secondary mechanics and the magic chicozmotoc deathfleet with the whole "lmao get dunked on the mechanic that works the same throughout the whole game magically doesn't work here and I'm gonna talk shit to you for expecting it to work"
how does one use ziggy now anyway?
gone are the days of
>appear in front of your high flux ship
>antimatter blast you to hell
phase anchor and the two large energy mounts
This is what I'm using to roflstop mod fleets atm
The entire kit is pretty much incredible at long ranges, but you really shine once the cyroblasters can hit
At long range, the rift cascade emitters are still really good as they cause explosions around the shields of your opponent, which normally causes them to overload.
Medium range the cyroblasters tear into ships, causing massive damage
You can phase in and out to recharge your main weapons faster and avoid damage.
Also your motes are good for anti-fighters/point defense, or a great way to soften up and enemy and kill their engines or make them unable to fight back
those are some pretty end game stuff.
in my last playthrough, i dominated the core world before i even got the good stuff.
in this playthrough, i want to delay starting a colony as long as possible because it trivializes the game.
I still use it in the early-mid game, anitmatters + 6 blasters, too bad I can't get use to zigg's slow as frick speed and cr consumed every deployment
Weapon grup 1:
>4 reaper launchers (m)
>6 reaper racks (s)
Weapon group 2:
>2 plasma cannons (L)
Mods:
>EMR
>ECCM
Skills:
>Missile Expertise (elite)
Proceed to one-shot everything
Radiant with Alpha AI core/Neural Integrator be upon Ye
old panda
morpheus is also top tier
free pirate ships.
Not very original, but Eradicator is fun ship to pilot. I don't understand why, three medium slots really do not sound like much for a cruiser, but it works out somehow.
Doom and afflictor with neural link, afflictor is just their to kill shit extremely fast when I get swarm by enemy doomstacks and doom is just so fun to use.
Ziggernaut is broken as hell and I love it
Stick some omega weapons on it and you can roll face over anything the game throws at you
Has anyone been running that realistic combat mod still? I remember enjoying it last time I played this game.
Aurora, my beloved
>sabot pod
>antropos racks
>ion pulsars
>eccm and emr
Shade
>shows up
>zaps all missiles and fighters out of existence
>refuses to elaborate further
>phases out
Phantom
>clones 200 marines
>provides ecm
>extra phase cloak
Enforcer
>because medium ballistics get the job done.
Sierra
>best waifu
The Condor is in the same class but is better in every way possible.
Doesn't condor have relatively useless system?
Fast racks with a single medium slot. Not to mention zero support for its fighters.
Condor's more efficient in terms of DP cost. Less OP, but it makes up for it when you're able to field more of them. Give it expanded deck crew and recovery shuttles and it'll serve you pretty nicely. Also Salamander MRMs to make good use of the fast missile racks and the medium slot. The Drover meanwhile has the same amount of hangers with slightly more OP to spend, but also costs way more DP. The real reason why it's not that good anymore though is that its ship system, Reserve Deployment, got nerfed to the ground a while back and now it's just easier to get two condors instead of a single Drover. Another reason is that because of its armament, the AI only hangs back and doesn't want to engage any enemy ships at all, so it's usually lagging behind the rest of the fleet in my experience.
Does anyone know what the frick this means? my game keeps crashing after around 20 minutes.
actual JVM bug, it's trying to read unowned memory. are you using some strange java version?
I don't think so, i'll just try reinsrslling java.
Can't tell for sure without looking at the file, but I think you are simply running out of system memory(RAM + page). You can probably fix it by closing some memory hog programs, or increasing the page file size.
no, alex just keeps avoiding the obvious solution of simply having it at 15 DP with RD but no crippling replacement rate penalty
hell with how shit fighters are now it could probably be 12 DP
condor is utter shit
If I sell blueprints and nanoforges to the Luddic Path, will they start producing better ships like the Pirates do?
my understanding that it works like that for all factions, but i am also very stupid
no it's a pirate-only thing.
is very stupid.
i can't remember if nex added something like that for all factions or not. fricking kitchen sink mod.
Aurora for Vanilla
Voltaire for Modded
IIRC, if you sell a colony item to any planet has the industry that can use it they will use it
>captain... since you refused to keep your eyes on the hyperspace lane, we've suffered more than 2000 supplies worth of damage to the fleet.
>opens console, types "stormgod"
>airlocks ugly anime prostitute anyhow
>venting a perfectly good frickmeat
embrace rapesector
you can't frick anime.
apogee and aurora. pirate falcon is kinda neat. i dont use the slow stuff very much
not with that shitty attitude
i'm kinda tired of it now but id say i got well over a hundred hours out of it, so money well spent. the combat is a bit unusual and takes some getting used to but its good shit
wrong
Are those files hosted on any site or is the dev just popping in here every now and then to drop the files for those who are around?
https://pastebin.com/KVXpvu53
playing the game lol
>he made the mod he wanted
>now he's spending his free time raping across the galaxy
Onslaught XIV but with everything that boosts its maneuverability.
An entire fleet's worth of firepower, shreds missiles and fighters in a 3km radius, can turn on a dime, and is basically unkillable.
Why use XIV if you are focused on boosting mobility?
There a lot of beam weaponry added in Star Federation, though they tend to have low fire rate, not sure how OP they are.
The bonus armor is just too good and synergizes well with all the other armor tank I take. I don't need to turn "that" fast, just enough so that I can track frigates at max range.
WHERE IS PATCH ALEX YOU LAZY FRICKING homosexual IT WAS MORE THAN ONE YEAR ALREADY AAAAAAAAAAAAAAAAAAA
these are just FTL ships wtf
im reporting this mod
yeah kinda fricked up how they used art assets without permission. need to be removed immediately
yes
Which of these three is more OP ApproLight or United Aurora Federation?
Does this mod have lasers that are OP by virtue of having a very good damage/flux ratio
> play vanilla with nex and a bunch of mods
> have a banging set of colonys, can do whatever I want, have a great time bullying sindrian diktat
> install a bunch of faction mods
> go to UAF planet
> starts playing anime music
> uninstall all faction mods
My main issue though is that faction mods come with so much baggage, I dont want all these new commodities up the ass, just make some planets, some ships and thats it.
Not all faction mods are like that, especially older ones. Blackrock, Tiandong, Neutrino, Diable Avionics and the like are the standard that all faction mods should strive for.
I think the only faction mods to add anything worthwhile in that regard are VIC and Arma
Arma because it changes pilots for the better and VIC for the ability to change portraits in game.
Just load them after you create the game or disable their faction spawn in ini if author isn't megalomaniac. It will seed exploration with faction blueprints as well as make their ships available at black market traders and the like without spawning obnoxious dunotsteel systems.
if you want vanilla-esque faction mods just get star federation and interstellar imperium.
>unique ships with singular aesthetic/theme that aren't used by any other faction in the game
>vanilla
Not even close. ALL faction mods are complete trash because of this shit.
>that aren't used by any other faction in the game
you say this like there's a vanilla faction other than tri-tach that uses paragon and harbinger. there are tons of largely exclusive ships in vanilla and the only truly universal ships are things like buffalo and colossus.
Should I buy it, what can I expect from it?
try before you buy
Alex had enough of people having free demos it seems
alex became a homosexual, it seems.
but the game is available for those who can brave the seas.
just install an old version and then update to the latest
deactivated the download links lmao
fake and gay
all previous releases are downloadable, all the way back to 0.35
learn to use a fricking mouse, you lobotomized monkey
>DME has the current thing
>planet and station names named after Ukraine
>uninstall the mod immediately
Was it really attempt to mention real-life politics in the mod? Did he renamed shit for this?
I can imagine some names being just a coincidence from before that mess.
I recall the Ukrainian names being there years ago, but there's nothing wrong with uninstalling DME, so whatever.
For the record, Dassault Aviation and Mikoyan are SUPER fricking anal about their names being used in things without permission, even non-profit enterprises. It would be a damn shame if someone were to let them know about that mod, just saying.
>devolving to copyright strike homosexualry
how about you frick off
Frick off Harmful Mechanic, your mods are shit
I'm sorry, I'm with Harmful on this.
There's no need to sink to the same level as the discord and get a DMCA issued. Cowards do that and that ain’t us. We’re better than that!
They already attacked NGO with false takedown notices in Alex's name, no problem letting some big corporations engage in real takedowns.
>it's justified for me to suck dick because they sucked dick first
Turnabout is fair play
You don't win the culture war by taking the moral high ground
>culture war
frick off, tourist
have a nice day complacent defeatist
>Dassault Aviation
probably
>Mikoyan
ruskistani aircraft corporations such as sukhoi and mikoyan most likely don't give a shit about how westerners use their name
if substantial development studios with big name publishers can get away with slotting MiGs into their games without paying licenses, why would they give two shits about an autist modder for a niche space game.
Mikolayev was in the mod even before the Ukraine shitfest you brainless Black person
Ukraine was a point of wokist basedfacing for the better part of a decade even before the war went full on moron
I've tried that mod few years ago and I didn't notice anything like that there, it was just using Russian language names. Perhaps there was some reference to Ukrainian geography, but before 2022 average westoid was not aware of any difference between Ukraine and Russia.
I still didn't like the mod, design isn't bad by itself but looks UAF tier out of place in Starsector.
I only keep them around for stealing their planets and that one OP PD gun that Blade Breakers had before the modder homosexual made it stick on mediums instead of small slots
>before 2022 average westoid was not aware of any difference between Ukraine and Russia
there is a difference?
>this is your brain on professional victimhood
i can pretty much guarantee you that the average wokeoid has never heard of Euromaidan and neither have you.
Someone post the Zelenskygrad from DME
If I'm commissioned with the Luddic Path, will my agents still root out Pather cells if they're on internal security mode?
Where is rapesector anon?
w-where can i find the mod?
you can solve this puzzle
i-i was about to open it
t-thanks!
it's raping time
In case he comes around, I would like to issue a complaint.
Game crashes when I execute a prisoner.
That's all. I hope he keeps on working on it and adding new features and stuff.
thats based off the mod it uses, not rapesector.
takenoprisoners is borked.
you tried to execute a prisoner related to an entry that doesn't exist anymore. mission, planet, base, something that spawned them. Game freaks out when you try to execute them so you have to release.
0/10
Fortunately "release" can also be "release into the airlock"
https://fractalsoftworks.com/forum/index.php?topic=22191.0
"Fleet size by DP" should be vanilla, change my mind.
> RapeSector
> Headpats, Kisses and taking her to the bedroom and engaging in handholding gives her the better trait
Should be called LoveSector imo
>be rapesector dev
>lure anons with the promise of rape
>gives them loving, consensual relationship with the female officers instead
what's the next step of his master plan?
Marriage and consensual impregnation.
>consensual
Yes, that is why I specified consensual.
I'm quite upset at how long it took me to realise what those ships were from.
ships have a significant and hidden buff when used by enemy AI, yes you heard that right
does the mod still have this or has it already been removed?
If it is still where is the code? I want to take a look
>If it is still where is the code? I want to take a look
On the forum page you should have access to the modder's github.
Where should I look? I looked around github and didn't see anything.
Man stealing that pristine forge really cucked hegmonkies alot.
Yeah for some moronic reason missing that one item completely wrecks their ship production, contrary to how colonies work in every other case
5 d-mods is fricking ridiculous, not even pirates roll with that shit. I was expecting like one or two more.
You should steal everyone's pristine nanoforges, and then give them away to pirates/indies.
Can you give them away? Do selling it to specific market would make them use the thing? If so does this apply to selling Survey data which explain why a system I was aiming to colonize were being targeted by the big factions?
Survey data doesn't do anything.
selling colony items and blueprints to black markets will have pirates randomly utilize them
selling colony items to colonies will have them slot them in to appropriate industries, this can be cheesed if you sell for example an orbital fusion lamp as they get the increased demand for volatiles
selling survey data does nothing in vanilla or nex, it's just vendor trash, nex colony expeditions are done via some other stuff
>try to steal the nanoforge from Chicozmotoc
>huge death fleet spawns ontop of me
>won't even let me use a story point to skip it
WHY DOES MAYASURAN NAVY DO THIS? SO HELP ME I'M THIS CLOSE TO UNINSTALLING THIS MOD
AHHH I CAN'T BELIEVE BLACKROCK SPAWNED A DEATHFLEET ON ME WHEN I STOLE THE PRISTINE NANOFORGE WHYYYYYYYYYY
that's ironshell, not Mayasuran navy
You missed the joke.
Blame Alex for making Nanoforge such a magic quality-control item.
>"Sorry, we can't double-check our factories works unless there's that small -easily removable and transportable by a group of mercenary- device installed. That box really hold 90% of our fleet efficiency, we should dedicate a few guards with dogs and tazer to protect it, or maybe the strongest fleet we have."
nanoforge is the in-universe equivalent of a license key
none of your blueprints will churn out flawless copies unless you cough up money and buy the magic box
that's... not at all the lore anon.
it's supposed to be a system that interact with other system, build a super factory that make perfect ship
>naval game
>why not this game?
you answered yourself, it don't need it and wouldn't mesh well with other mechanic.
you are managing a whole fleet, going down to crew management would bog you down and waste time better used crushing pather, killing tri-hack and others
thought I won't mind more navigation feature like hyperspace ghost and slipstream
I want kino magazine explosions and flaming hulks floating across the battlefields, I want a way to cripple a ship without destroying it completely, I want 12 frigates to stack incendiary weapons and pump them right into the ventilation ducts of an onslaught, I want to coat a Paragon with so much protonapalm it would make [profilic JAV scene] look like a spotless hospital, diluting its beam by sheer liquid volume,
That's... very specific.
Even if the engine didn't have enough trouble that gameplay would change the dynamic significantly. You are already crippling ship most of the time, the difference is only that sometime you can't recover it.
Sort of mines that create a shield against laser would be an acceptable idea, you should suggest that one alone to Alex.
Mines with flame effect that charge enemy flux level over time could work.
You may be interested in FleetsizebyDP for the 12 frigates
And this game, it's a single-ship game.
Also <insert obligatory mockery about ventilation ducts in space>
>ventilation ducts in space
How else would you vent flux with visible vapors pouring out of your ship?
Through the aether dissipator.
I spent >100h on it so I would say it's at least entertaining.
It's no AAA finished indy marvel with incredible writing that will leave you awake at night tho, the developers tend to tweet/make videos showing dreamy feature not yet in the current build. Kinda like Starsector it can take FOREVER before a new public build release.
I do worry about the devs spending too much time on the multiplayer version he decided to do again (the original project decade ago was MP), he insist he re-enabled it in a few hours on a whim.
(the madman dropped the new about the MP the 1st on April, as an fake april-fools on purpose! there should be a law against that)
>the madman dropped the new about the MP the 1st on April, as an fake april-fools on purpose! there should be a law against that
Hate it when they fo that, it's not funny or witty.
To be fair the dev must have been asking near constantly "why don't you remake the game multiplayer? the previous one was, can't be hard!"
>get a ship name vulture
>has two docking port
>dock at a trading station
>go through the wrong dock and vent myself to space
Good game, I like it.
Me I'm partial to this pasta:
>Star making "Stellar-Fortress God-class" ship
>start with engines and massive reactors
>spam turrets, missiles, huge laser beam everywhere with 360° arc
>set up missiles factory and superweapon
>10 layers tick armor
>start laying out corridors and wienerpits modules
>abandon Missiles factory for missile storage to make place for corridors and submodules
>turret rails get in the way, move the turret and sacrifice firing arc
>reduce the size of turrets to fit corridors in between
>reduce engines size to make room for maneuvering thrusters
>start laying out the energy conduits through the armor
>realize 2 energy lines can't possibly carry 90% of the power across the ship
>add more heat-radiator to avoid overheating
>remove some maneuvering thrusters to add heat-radiator
>give up spam of 20 missiles and go with 10 launcher
>reduce cargo size and move all modules around to have conduit bypass at the center
>see you forgot the beam-generator, give up laser entirely for some small gun turrets.
>give up corridor, hope you don't need to repair that
>replace HUGE reactors by loot of flammable battery easier to move around
>remember the need for a Higgs-drive, remove the medical room
>fear the lack of energy, go back to a big reactor sacrifice more missiles
>go down from 10 to 6 missiles launcher
>realize you forgot to put any sensors.
>remove extra shield and all but the smallest cargo room to put one of the smaller sensor
>Finish your "Stellar-Fortress God-class"
No superweapon, no laser, only 3 salvo of 6 missiles, foil thin armor, small wienerpits, turn like a whale, not enough energy to reload turret and move at the same time, limited turrets arc, no anti-missiles, sensor range is starter-ship tier, battery explode if you sneeze, ship is 30% weakpoint, damaging the heat-radiator/conduits cut all power, hitting a reactors make them explode in cascade.
>you forgot to add airlock to dock to station.
I feel you bro, custom ships is profound but sometimes you forget to add mandatory shit you need. Just lost 4k in ore because I forgot to add life support.
Game looks interesting, but is it any good anon? Somehow reminds me of Exanima for some reason forever in alpha build.
rapesector bros... what do i do?
replace your starsector's copy of java (not your system's copy) with java 8
there's a guide on r*ddit
SMOL will also do it for you easier, along with managing your mods and allocating ram with ease for those that want ease of use.
coding is fricking witchcraft.
not him. thanks.
>fire has been an integral component of mechanical/naval warfare
>left unchecked, one raging fire can cause various consequences up to and including catastropic disintegration of the vessel in question and depletion of crewmembers
>keeping fire damage in control requires extensive design considerations given to compartmentalization, redundancy and firemoronant ability, a tri-wire balancing act competing with other elements of protections, armaments and mobility, and in practice, sometimes get bypassed by circumstances/lucky shot, neccesitating the temporary yet delibitating expenditure of manpower to perform damage control, on top of dealing with the threats at hand
>on top of the initial hardware designing investment, firefighting requires a damage control team, on top of the general training required for crewmembers in general to be performed periodically in drills
>the danger of fires has only gotten more exacerbated in space warfare, where water is always in short supply, fire moronant chemicals are finite and, depending on the composition, can be potentially hazardous, filling up working spaces, which is always at a premium, and possibly hamper continuos operation, venting fires rid the ship of precious oxygen, requiring crews to don large, unweldy lifesupport equipment beforehand, slowing them down or risk sudden death, and sometimes are unavailable as an option if the fire occurs deep in the ship or in a insufficiently compartmentalized section, requiring other dangerous, time and manpower consuming options
>this is not potrayed in Starsector in more than a handful of endgame weapons
disapointing, FTL has this, Airships CtS has this, every single naval games has this, why not this game?
Because it will only punish low tech Black folk as high tech chads die if their armor get penetrated but it will be cool none the less. I think Alex should move his game into a suitable engine that allows for more game mechanics. I want to use all my keyboard!
>>Alex should move his game into a suitable engine that allows for more game mechanics
>implying it won't be a new game
To be honest, current starsector feels pretty finished. And updates are too rare to be impactful.
Just clean up skills and story points and add a few quest to give player closure.
I am sure this team has enough ideas and experience to jump into new project.
How can fire burn in space if there's no oxygen?
Zing!
Finally someone who get it.
there was a vanilla portrait replacer using Ai floating around here, does anyone still have the link
Here you go, anon.
https://www.loverslab.com/files/file/26069-thirstsector-complete-portrait-replacer-sfw-thirstsector-extra-thirsty-add-on-nsfw/
not him.
that's a nice mod. too bad i have replaced all the vanilla portraits manually ages ago...
"Last chance to look at me Hector"
Sucks that there's basically zero proper content for a Path playthrough, is it even possible to get Pather contacts?
I know you can get military contacts from the bases that spawn outside the core worlds, I've never had any luck getting one on their planets that wasn't just trade missions though.
>crashcode is as bad as ngo/aria
frick off
those mods do literally nothing, you're completely free to not use those mods
those crashcodes do the opposite
they decide in your place that you're not allowed to play that mod as long as you have that other mod with this code
this is butthurt you mong and shows those frickers deserves to be bullied more because they're too fricking pampered they think they can decide for other people
Really, the crash code wouldn't even be an issue if they were at least upfront about it.
>I'd rather you not use my mod with this other one, kthx
But no, they hide it and when it crashes your game, you have to wonder through the code and hope you can find out what the problem is. Of course, it's great in that it tells me what mods to avoid. Ever since uninstalling Nia Tahl trash and anything from BadDragn, my game experience has never been better.
no, that's being a moralist moron
let people play mods they want to play with
how hard is that
Being a moralist would be refusing to support based modders who take their mods and gut the crap out of them. This is me saying "I don't need your crash code, you do whatever, and i'll just tear it out".
no
that's not what being a moralist is
moralist is imposing your morals upon people
that's not simply having standards
Well, my morals are objectively correct, so maybe people should follow them.
Believing that is super based and will never backfire on you ever
>let people play mods they want to play with
>how hard is that
apparently very hard for these commie Black folk
Don't use one stupidhead to blame all commies. Utopian ideals of equality are not bad by design.
shut the frick up commie moron
equality is not commie, you moron
equity is
crashcode is malware, period
if your code has
boolean hasModIDontLike= Global.getSettings().getModManager().isModEnabled("ModIDontLikeID");
System.exit(0);
You are a homosexual of the highest order and should be bullied out of modding and software development
.t Computer Scientist
oh whoops I forgot the if statement but you get what I mean
today i am reminding them
>DTC
>Not ITU
It's old school of ship design for ya, rookie.
https://bigamarrianraveparty.ytmnd.com/
I'm back after a couple of months, I still see the game hasn't been updated.
Any new noteworthy mods?
Is the modding scene still full of obnoxious ego homosexuals, and growing in numbers? Last time I checked there was some spergout about the Superweapons mods, which was really good, I see it's still not back in the modding index.
Is Alex doing anything?
Rape is now on the menu.
>I can now roleplay a Pirate raping high-tech scum
Shit man, reinstalling right now
rape
yes, not growing
not really
>how will this help us play starship game?
>starship game?
Worth starting another game given that the next update is gonna drop in like 2 weeks?
>given that the next update is gonna drop in like 2 weeks?
>2 weeks
aaahahahahahahahahahaha everyone laugh at this dumb homosexual
Just 2 more weeks
>he started another run
>update it
I said it a month ago but we have to start runs and get in to one we really enjoy before he'll update it. Rules of nature.
There is no point wandering about new runs even if update will drop in the next few weeks. There will be a grace period for another week as mods get updated and nerds figure out a new meta.
More then enough time to finish a run, unless you are trying to do something very unusual.
Irrelevant. New update cannot happen until you're enjoying yourself and not ready to move on.
That's UAF for ya!
what's happening here?
queen chibi funko pop figurines
UAF autofail code for if you try to raid any of their planets
That's just insulting.
if you install tranime mods you should probably be insulted.
mega cringe
patch mod that disables the ground raid autofail code when
That's not a normal raid in the pic, it's from a special mission where you unlock two unique officers as a reward. I'm pretty sure that UAF doesn't have any iron shell tier code.
Might be joshing. Who knows?
make sure you have rapesector installed so you can enjoy the spoils
A special military operation.
That's nothing. Try commencing any kind of bombardment, and the mod pulls an Ironshell.
you're meant to keep it alive and farm it for rape subjects
I want to take lives, not get my dick wet.
incredibly based modders know what the end user really wants
also is this autofail bombardment/ground raid autofail stuff true?
If so I might work on a mod to circumvent that
https://github.com/niatahl/tahlan-shipworks
I couldn't find the bonus for AI... well all that is left is to admit that Noah is Nia, that his pronouns are her/she and install UAF and always ally with them
>I couldn't find the bonus for AI...
Then you're not looking in the right place.
that's a hackery alright
i don't even write code anymore and i'm cringing at the inefficiency (unless the resulting bytecode automagically knows when to terminate the loop)
legio inferno is such a shit faction, same for blade breakers
like some insane wank
yeah, it's a big shame because i like Legio's capital ship
First, Noah ywnbaw
I'm ignorant in mod and Java but from what I understand this applies a hullmod called tahlan_daemonboost to AI
Reading hullmod file through notepad++ does not show any modifications
>I'm ignorant in mod and Java but from what I understand this applies a hullmod called tahlan_daemonboost to AI
It also applies a nerf to the player in the form of slowing down everything the player does.
>Reading hullmod file through notepad++ does not show any modifications
You're probably looking in the wrong place again, it's not in the normal hullmod file location, he packaged it in the .jar.
>It also applies a nerf to the player in the form of slowing down everything the player does.
This is a very annoying way to increase the difficulty.
>You're probably looking in the wrong place again, it's not in the normal hullmod file location, he packaged it in the .jar.
is in DaemonBoost.class which is in TahlanShipworks.jar? can't read these files properly with notepad.
I'm gonna go and cheat in a deathfleet and raid+bomb Auroria just to see if this is full of shit.
do it pussy
Guard deathfleets aside, the mod doesn't stop you from raiding or bombing New Auroria.
The planet even has a special type of nanoforge you can steal.
so it's a false claim made by a culture war tourist who doesn't even play the game
Nah, I made the claim. I was just kidding with you guys.
No, I made the claim and I was 100% joking around.
No, I made the claim, I wanted you frickers to unistall and keep away from this mod, I shall be the only spacer to rape the entirety of New Auroria
how did people fell for it when there already were many anons who posted about raiding the UAF
is this place this moronic
SS threads have been coopted by the SS discord trannies, all they know is to twitterpost, beg for attentions like sissies and cry about nondescript boogeymen. Enjoy it, you get what you fricking deserve.
why would someone use discord AND 4chinz simultaneously?
@RS Dev
Could you make a separate capture chance for male/female officers?
Eg in the class FactionConfig, add
var captureChanceMale = 0.1f
var captureChanceFemale = 0.1f
captureChanceMale = settings.optFloat("captureChanceMale ", captureChanceMale )
captureChanceFemale = settings.optFloat("captureChanceFemale ", captureChanceFemale )
Then in the file CampaignListener.java you would change the function reportPlayerEngagement to take into account the male/female capture chance. The line
float recoveryChance = config.getCaptureChance();
Would become something like
float recoveryChance;
if(captain.isFemale()) {
float recoveryChance = config.getcaptureChanceFemale();
} else {
float recoveryChance = config.getcaptureChanceMale ();
}
Then you would just need to add the extra fields to the existing faction configs in /data
I think having seperate capture chances on a per faction basis makes the most sense.
This is because it is more customisable, maybe you don't want officers of a certain faction because they are ugleh or super broken etc.
Also, You can safely assume Gender.Any should fit under Gender.Male I think.
Lmao, did you guys know Gargoyle is Gender.Any?
oh shit I just summouned /misc/ didnt I?
HERE COMES THE HYPER SHITE STORM CAPTAIN, MAN THE SAILS POWER THE ENGINES AAAAAAAAAAAAAAAHHHHHHH
Well, discord homosexual? It's been hours, where's this /misc/ you summoned? I am not seeing anything, maybe if I keep lurking something might happen who knows you might even get some decency lmao what an embarassment.
hello, frens I've been trying to get a mod list working for an old version I used before I stopped playing for a while.
I've been chipping away at it for a while now and despite being relatively stable overall it often crashes when going into spaceports and colonies due to the permgen memory error (despite having allocated 12 gbs to the damn thing)
I'm going to post my monster of a mod list in the following post for any suggestions for what might be causing it any help would be appreciated.
Don't allocate all your memory just like 3/8 is good enough. Only reason it crashes is that several mods are changing the same thing. Or you can look through the log itself to see which is causing error.
thanks for the advice gents but ill be honest I can't really tell which mods are overwriting each other because I've got a terminal case of being fricking stupid (and not really knowing star sector's guts too well)
mind taking a look?
https:// pastebin.com/9kJP79H0
Honestly just looks like your modlist is way to large for Java to handle
You could maybe try adding
-XX:PermSize=64M -XX:MaxPermSize=256M
to your vmparams, from https://rollbar.com/blog/how-to-fix-java-lang-outofmemoryerror-permgen-space-exceptions-in-java/
Other then that my only advice is cut down on some of your mods, like damn dude you have a lot
frickin' sweet it works like a charm thank you very much for helping me feed my horrible mod gremlin addiction.
"MFE",
"Mayasuran Navy",
"missingships",
"su_CarrierHullmod",
"more_hullmods",
"ness_saw",
"sun_new_beginnings",
"nexerelin",
"kayse_phaseships",
"OcuA",
"Ocutek",
"officerExtension",
"old_hyperion",
"JYDR",
"oas",
"ORA",
"pn",
"wisp_perseanchronicles",
"planet_search",
"wyv_planetaryShieldAccessControl",
"Polaris_Prime",
"TAR",
"progressiveSMods",
"PulseIndustry",
"pt_qolpack",
"QualityCaptains",
"yunru_pilot_radiant",
"rebalanced_doom",
"remnant_command_transfer",
"RAA",
"roider",
"rotcesrats",
"sun_ruthless_sector",
"sanguinary_autonomist_defectors",
"tahlan_scalartech",
"sclskl_scalingskilllimits",
"scan_those_gates",
"SCY",
"Seafood",
"RC_Second_Wave_Options",
"SEEKER",
"shadow_ships",
"holdsforall",
"PT_ShipDirectionMarker",
"swp",
"speedUp",
"StarfarersWorkshop",
"sun_starship_legends",
"stelnet",
"StopGapMeasures3",
"alcoholism",
"timid_supply_forging",
"tahlan",
"Terraforming & Station Construction",
"exalted",
"TORCHSHIPS",
"transfer_all_items",
"transpoffder",
"underworld",
"US",
"UGH",
"URW",
"vic",
"vanidad",
"VAA",
"shaderLib"
"yunrutechmining",
"pantera_ANewLevel40R",
"NoIllAdvised",
"adjustable_skill_thresholds",
"A_S-F",
"anotherportraitpack",
"apex_design",
"armaa",
"raccoonarms",
"battlefleets",
"timid_admins",
"better_deserving_smods",
"better_variants",
"beyondthesector",
"BSC",
"HMI_brighton",
"CaptainsLog",
"capturecrew",
"Csp",
"CSP",
"clearCommands",
"chatter",
"timid_commissioned_hull_mods",
"su_Concord",
"lw_console",
"diyplanets",
"istl_dassaultmikoyan",
"DetailedCombatResults",
"diableavionics",
"dronelib",
"edshipyard",
"seven_nexus",
"Everybody loves KoC",
"exoticatechnologies",
"su_FairSMod",
"fast_engine_rendering",
"HHE",
"fleethistory",
"fluffships",
"forge_production",
"sun_fuel_siphoning",
"GachaSMods",
"GrandColonies",
"HMI",
"gunnyhegexpeditionary",
"HexShields",
"hte",
"hiigaran_descendants",
"HIVER",
"hostileIntercept",
"hm_barratry",
"sun_hyperdrive",
"ibo_faction",
"nbj_ice",
"IndEvo",
"Interstellar Federation Refurbished",
"Imperium",
"timid_xiv",
"jaa",
"JYD",
"kadur_remnant",
"keruvim_shipyards",
"kingdomofterra",
"kyeltziv",
"LTA",
"lw_lazylib",
"leadingPip",
"lockedAndLoaded",
"logisticsNotifications",
"low_maintenance",
"exshippack",
"MagicLib",
"make_paragon_great_again",
christ dude do you even actively engage with a quarter of these
kek nta but i just cut a ton of fat from my mod order and shrunk my galaxy specifically to keep it running better once i start expanding and fricking shit up
you really don't need all those faction mods i swear anons.
Nice. We sharing mod lists? Rate mine.
A pretty solid list.
Mods I would add:
Interesting Portraits Pack,
Meme Portraits,
Onslaughts Intensifies
>posting modlists
got a real radical one for you.
as the anon above said, 6-8gb is the most you need unless console tells you otherwise.
logs are your best bet for finding out what exactly is fricking you up, pastebin that shit.
my queen... are you drunk??
She's fricking had enough of not being seen as a woman and want out.
The Queen has a military trade + underworld type contact. I wouldn’t be surprised if she decided to target her own soil for you to slap around
should i get back to the game now or wait for an update™?
I say start it up. The only thing an update could possibly add is QOL Features or an update to the story. Like
says, the game is pretty much finished.
thanks.
will start updating mods right now.
why does a rape vs consensual option -mod- ALWAYS makes games better?
do i have to update mods for 0.95.1?
i have 0.95.
this is depressing...
I installed the mod that turns colony items into Hullmods and it broke the game by spawning ~20 cryotheramic engines each time I clicked on a ship that's installed with colony items
I think that got fixed yesterday
whatu modu sounds interesting
https://fractalsoftworks.com/forum/index.php?topic=25424.0
As
said that apparently got fixed in the latest release but odds are that glitch will pop up again.
i am glad that rapesector cater to my degenerate fetish
>Capture a female captain of the luddic path
>Mind break her into a loving captain who now doesn't give a damn about Ludd or any of his teachings, by head patting and hand holding her
>idiot
should be able to airlock them for this.
the only cure for tsundere is captain's throbbing wiener
the only cure for anime is death.
Out of all the places I could buy this from
it had to, surprisingly, be from Iron shell.
Also my only complaint is that it only does 100% Damage to Iron Shell ships,
not being lumped in with both Daemon and UAF that does 500% damage to the both of them,
as I've yet to grab my copy of the popular Ava frickmeat.
This is inequality I tell you.
The reason is that Iron Shell ships are not actually egregiously busted like UAF and Legio ones
i don’t think UAF ships are busted
their weapons are meh outside of nukes and fighters
I can only think of one busted ship. The one that disables fighters with its ship system. It's like a gigantic Omen, granted it doesn't kill the fighters outright, but the uptime on it is high enough that it basically does.
The nukes are pretty pathetic when facing halfway decent PD.
>Devil Dong
Funny name.
>
For Sneed and Chuck.
>Also my only complaint is that it only does 100% Damage to Iron Shell ships,
>not being lumped in with both Daemon and UAF that does 500% damage to the both of them,
So. Confession time. I wrote the tooltip backwards. Iron Shell gets +500%, UAF gets +100%...
To quote a certain man:
- Don't code while drunk, kids.
All the sudden SMOL is failing to open and telling me
>failed to launch JVM
A new install of SMOL launches fine, replacing parts of SMOL doesn't seem to fix it. Anyone ever have this happen? It has worked pretty well for months.
While we're on the subject, is there a way to remove the player penalty on captured Legio Daemon ships? I went to the trouble of nabbing these things, I'm not having my fun stymied now.
Noah went through the effort of compiling everything in the .jar precisely because he doesn't want people messing with his 'balance'. You can edit and recompile yourself but it's more effort that it's worth.
An easy work around is to create your own hullmod that does the opposite for 0-OP and equip it.
Welp. Are there any specifics about the penalty I should know about, or is it just a blanket 10% reduction to all ship stats, as the Daemon Core Hullmod tooltip implies?
>Are there any specifics about the penalty I should know about
There's more penalties:
Higher deployment cost,
Higher Supply costs
Reduced Peak CR Duration
There's other stuff but it's spread out across other parts of the mod. As autistic as he is I would have expected him to put all the nerfs in one place, but sadly not.
You can probably find the code by finding one instance where he checks if the ship is in a player fleet and searching for that code
Only petty autism can balance out petty autism
He also provided the source code to do just what
asked within the mod. You just have to setup a new project, get the dependencies, compile and you're done.
no, you build everything into the jar because excluding shit from the build increases user loading times, and janino sucks ass and breaks on random shit
We know for a fact Noah wants to prevent anyone from doing anything to his mods. He's been asking people how to obfuscate code ever since Buckbreakeranon used Noah's own code to do the damage bonuses for Buckbreakers.
>He's been asking people how to obfuscate code ever since Buckbreakeranon used Noah's own code to do the damage bonuses for Buckbreakers.
He's actually been asking since he got called out for including stealth-nerfs for other peoples factions, but that's beside the point.
Ah, my bad. Even better.
>Even better.
That's not better, it's worse. Much worse.
Noah obscuring code because he doesn't want people messing with his faction is acceptable.
Noah obscuring code because he doesn't want people knowing he's messing with their factions is unacceptable.
the damage is already done, now it's a question of if Noah would find a counter to the buckbreaker nerfs
If you guys are serious about good modding behavior you should push for a mod that exist solely to name & turn into true/false setting the "secret" nerf/buff between modders until they get the point.
Even "better".
Like almost every modder he *literally gives out the source code of his mod* with the download so that people can modify whatever they want, and his github is public too. WTF are you going on about?
> its ok that the cake I gave you has sawdust in it, heres the ingredients and recipe, you can just make your own!
How about not including shit tier code in the first place?
I digress though, the mod just isn't good so theres no point even using it in the first place
honest feedback
- Why does the "Great Houses" system have to spawn so far away from core worlds, whats the point? Also why aren't they a faction? Lame.
- I dont like most of the look and feels of the weapons in the mod, every time I tried a "Great House" weapon it sucked
- Legio pirates get boosts theirs ships and planets and it just feels shitty, also they aren't allied to pirates which I find a bit weird.
- The new ships are mostly decent actually, shame about everything else
>its ok that the cake I gave you
You will eat Nia's cake and you will be happy.
I used it for the Legio but the Great House weapons I agree is kinda shitty compared to vanilla. At least there's an Onslaught (GH) and another ship that I never used in Lethia that can be used as a decent starting ship
>Noah went through the effort of compiling everything in the .jar precisely because he doesn't want people messing with his 'balance'.
are you stupid?
he's got a maniacal obsession with niah and has been going on like this for years. niah's a massive homosexual but this guy is fricked up.
>Ganker starsector fandom: *exists*
Noah: Now this is an avengers level threat.
Super Reddit post bro !
Here's your upvote ! Black person
>Z*naposter
>troony apologist
Why am I not surprised
>t-troony !
I accpet your concession
go frick off to your shithole
Black person
I've been trying out the strikecraft versions of the fighters like the broadsword and whatnot using arma and the submods and I really like them. Having them back up frigates which back up my mechs and my main singular big ship really feels like some battletech/front mission in space shit.
Anyone ever take over that mining station in the tutorial system and just keep it? Its been a good staging post for me and the heg leaves me alone since we're buddies.
i prefer thulian raider base or kapetyn starworks tbh
>thulian raider base
oh i didn't know it had volatiles, nice
>kapetyn starworks
busy location
Tahlan Shipworks is a shit mod, uninstalled
Iron Shell is close to getting uninstalled, being "taxed" is a meme, but I want to see if missions are any good
factions mods that are good:
- DIABLE AVIONICS
- Interstellar Imperium
- Shadowyards
- Ko combine (all three factions)
Ok factions:
- VIC
- UAF
I really wish templars or approlight came back, they were nice "boss" factions
arma is best faction
vic is pretty cool
uaf sucks anus butter
I think IRS only has two basic missions, but let the thread know if you find out otherwise.
Tahlan has some neat ideas but I find a lot of them too restrained or boring tbh. The time dilation ships are cool at a conceptual level but have shit mounts and mount sizes, the mechanicus ships are neat but AAF would be a better ship system and have shit mount overlap. Legio's the only drawing point and I already know how to beat them in spite of their .10 shield eff, armor regen and -50% damage modifiers on a base 250 speed frigate with it's own integrated fighters.
I also feel like (this is going to sound schizo) Tahlan's is one of those mods where the author only knows how to play using SO for everything or that it's the best - and therefore only - option and it shows in their designs. Not enough of their designs have too many mounting options that you'd strip out to make use of more flux-efficient SO builds work with, or that their designs only really shine when it's equipped. Like a fricking metagame but fundamentally enforced at the design level.
i thought approlight fricking sucked but here's where the updates are posted so you can go back to playing with them again: https://fractalsoftworks.com/forum/index.php?topic=9688.390
(second to last post on that page is where the updates are posted, scroll down)
>troony mod
>ships have time dilation
amazing
I prefer Neutrino Uncucked
>>Ok factions:
>- VIC
>- UAF
No, anime high-tech donut steele oc factions are not ok
NTA but VIC isn't donutsteel or anime.
>we have mega special commodity only we produce and everyone wants it
yeah, sure
Many mods do this. It's not an anime mod thing.
shit mod apologists, any sight of new commoduty automatically makes faction a shit-tier
you can't even spell the fricking word homosexual
opinion disregarded.
Go back grammargayging in your shitcord
Missed the point
troony mad as frick on some projection shit as usual
>OMG you use ore refinery!? It adds 4 commodities!
I'm on your side, however, I will use your post to whine nonetheless
Ore Refinery's commodities have frick ugly icons that don't fit in the slightest
Also I really ought to do a proper miner run one of these days, Junk Yard Dogs and all the whole nine yards
I always end up just smuggling and daisychaining exploration missions at the start
kek thats valid.
I did a mining run recently and put mining lasers on my mechs, frigates, everything. Was pretty fun and goofy to mine ships and rocks to death.
I think ore refinery + space truckin + arma + nex adds a lot to the game and makes it closer to what it should be. (That said a lot of nex's diplomacy shit could be tuned way down outside of configs even)
>shit that fits in the lore you can easily produce yourself
>isn't anime dolls or food or some shit
OH NO THE HORROR
I don't like added commodities either but at least the ships aren't stupidly overpowered waifu bullshit.
>we have mega special commodity
Guess HMI and that terraforming mod are "triple animu" or some shit to you morons.
>everyone wants it
Last time I checked (which was in a while, to be fair) there was only one planet outside VIC that had need for said good, so not really.
The actual problem with VIC is the toxohomosexualry. Wolfgirls(and boys) are the White Man's choice.
Isn't toxohomosexualry? Like the virus bomb tactical option that one of their ships has?
What do you mean by toxohomosexualry*
I give them credit for the work they've put in but yeah they are a bit cringe
I'm going to wipe out the UAF with vanilla ships in my next playthrough, so im looking foward to that
Apporlight it is being updated on discord and besides it there is another chinese mod Gensoukyou that was updated recently
>no Star Federation
>praises UAF
Especially when it was made even worse by Noah
but at least the Torres portrait is now available
>try to use smaller ships and only one large flagship
>find bar tip for a cathedral class and it was only guarded by a few robits
WELP I guess that qualifies as a flagship. Usually I like more fighter bays though...
To add to this post:
Anyone know if you need multiple WINGCOM suites on a multipart ship or will one work? The right and left "pods" are hangars.
Seems like you do have to put wingcom on each part to get it to assign officers to it, oh well.
any advice? i MUST defend the waifus.
The FAW won't go down easily, the Legio can count on that
waifus: DEFENDED
i requested FOUR 400-strength defense fleets. they all got wiped out along with my own fleet.
two Legio fleets survived and were chewing away at the orbital station when i managed to refit all of my leftover ships from the planet and engaged them.
not today, Legio. you shall not have my waifus.
Nia Tahl needs correction.
noah was forcibly raped by females in the harsh summer of cycle 92
>early game
>doing surveying tasks for ez money
>one is close to the core world
>ez.jpg
>system has high danger sign
>i-it's ok, i can avoid them
>the task planet has a redacted base
>several redacted fleets patrolling
how do i make them go away?
do i just lure them to chase me then hope to outrun them and lose them in the far away space and then hope again that they don't go back to their base?
You just fail the mission anon and take a different one.
what if i'm open to savescumming?
get the attention of the defense fleets, have them chase you three days off, transverse out, tverse back in on top of the planet
i fricking kneel!
You abandon that survey mission and never speak of the REDACTED ever again.
i savescumed until it worked
> start game
> buy lasher
> equip with pic related (missile slot is wildcard)
yep, its starsector time
>light assault guns
ew
they look cool but they’re basically shit for an anti armor role because of their low damage per hit
Pleb take : X mod bad, me no like it
Chad take : Oh wowee new mod with waifus, i will enjoy it regardless of what subhumans say about it.
Face it, its true.
I would enjoy DME despite its homosexual author if it wasn't utterly FRICKED in terms of balance
I dont care about balance, game is customizable enough so i can tweak shit here and there.
Only reason i would discount mod straight away is the crashcode OR some really shady shit like keylogger, malware etc.
You can both like and dislike a mod for different reasons.
Gigachad take: X mod bad, me install to pillage their waifus and lostech
DME is pretty annoying, but I like keeping them around as a punching bag. I don't use their ships or weapons (with exception for BB), but I enjoy the variety they add as a potential enemy.
I don't dislike HM as much as the others though. He's an eternal midwit, but they at least call out homosexualy coding practices like we are with enough zeal that Alex had to step in lol
Not him but why did I never think of this before (A: because I'm a dumbass)
You just changed my early stealth game, thanks anon
>Gigachad take: X mod bad, me install to pillage their waifus and lostech
That works too.
ultramegachad take:
anime waifu mods are shit and the trannies who make them should hang
>ultramegachad
>hates waifus
Sir thats a dickless troon take.
Giga chad take: oh wow, new mod. Time to tear it apart and add it to my custom frankenstein's abomination of a mod playthrough
>*game suffers massive glitch half way through*
Haha, this feels like I'm writing my own story. I'll cite this as a sub-space anomaly. Wowee this is fun.
Been playing with my KoC recently and need a new name for this:
<---
Leaning towards something along the lines of "Cult Scattercannon".
If you can think of anything better let me hear it.
annoying shitgun
Twin-linked anti-frigate cannon.
peepeepoopoo cannon
fartfricker deluxe
Cumscatter cannon.
>Leaning towards something along the lines of "Cult Scattercannon".
Why the Cult in the first place?
I don't get how that relate to the mod in question
Trannies.
>Why the Cult in the first place?
>I don't get how that relate to the mod in question
It doesn't relate, just felt like it needed a prefix, calling it a 'Scattercannon' on its own feels a little plain.
>It doesn't relate, just felt like it needed a prefix, calling it a 'Scattercannon' on its own feels a little plain.
At this point, giving the mod name + Scattercannon is the most original AND practical you could do, saving trouble if someone else have a Scattercannon.
Too many have taken every evocative prefix like "Aegis" or "Harbinger of hyperpositronic technobabble fusion mk9001" so frankly, who care? We'll only care it's yours and what gun it is.
what is intended use of gun / faction that will be using it?
>what is intended use of gun / faction that will be using it?
It's a giant kinetic shotgun, figured Hegemony and pirates would love it. Rebels and lawbringers love shotguns! and KoC of course...
maybe some variation of "coach gun" then? something western ish?
Mk. XII Coach Cannon
cos 12ga
0.2 Gauge Mk. XII Coach Cannon
>Mk. XII Coach Cannon
I like this.
>a common civilian model from the domain era, when a few strong blasts off the broadside were enough to scare away pirates.
Gladiator Super-Flakcannon
maybe make the fire sound that of the super shotgun from one of the older quake games
Scatterflak
>Daisy chaining surveying missions makes the early game piss easy
it's almost like cheating...
>they pay you to discover the perfect system for your colony
are you guys sure this is not cheating?
They always stop offering them by the time I want to do them.
>by the time I want to do them
i'm currently very early in. started them right after the tutorial.
bought some tankers and cargo ships then started wandering the sector.
i'm only a few hours into my save and i already have 1 eagle and 2 falcons.
blog/
i'm thinking of saving up for a doom then ditching the eagle. she's too slow for me.
then i'll start doing REDACTED until i get a doughnut blueprint.
then i'll start building relations with my 2 contacts until using their forge with my blueprints is available.
then i'll get myself some doughnuts and start doing the main questline.
i've already found an ok planet to colonize.
/blog
>Daisy chaining surveying missions makes the early game piss easy
>galatian stipend gives you money for existing
>commissions give you money for existing
As it is right now, reducing the rewards would just make it take longer to get to mid-game with no effect on challenge, unless you count time and tedium.
Something else needs to change to make the money relative to challenge.
Or could just do nothing, since Starsector seems more like a power fantasy simulator every time I play, even without power creep with mods.
Thing is, until you know this stuff, the early game fricking *sucks* and it actively encourages you to waste money on bloated crews and fuel costs by the encounters.
Also, the academy missions in the "story" don't even give money, so they need to give you some sort of fricking funds to get through that slog.
Rate my fleet.
you got lines all over it/10
Legit looks like battles would be fun to watch with the wolves zipping everywhere
Conquest is fun. I remember an older run where I buffed it enough so I could just push right through the middle of enemy lines, parting those b***hes like the Red Sea
I've been using broadswords (2 dp cost, have a broadsword wing with them in combat) using arma and submods and bombers along with my mechs recently and find its a lot of fun. When combat starts ships just pour out of my flagship.
Testing some visuals.
At this point I might just migrate to lunalib for the menus.
looks terrible
true. The artstyle clashes cause it's ripped from different games. Can't really draw my own lol.
I don't know if I care for it.
I like the idea but I agree the assets you're currently using are out of place. Maybe something more clinical, through some sort of screen filter or something?
Either way overlayed graphics seem like a useful thing to explore for future use even if you don't end up implementing genital view.
Additionally, are you using the loadTexture / unloadTexture functions by any chance? It might be worth looking into if you continue expanding on the functionality and the images you call for the prisoner/crew interaction screen; do a mass load when the player does the ability then unload at any close of the window. Otherwise, the image bloat will stay loaded the whole game.
the sounds were already enough for me to skip the mod but the pictures make it 100% nogo.
maybe a picture centered on screen for certain actions with certain modded faction members or something? Just seems too "crude" in what is an otherwise ok mod bolted on to a shitty mod (takenoprisoners)
>cumming inside Kim over and over again
absolutely based
i do agree with other anons that the explicit imagery is too jarring and breaks the immersion. i personally thought the clinical 2D view towards the end showing off the cum-filledness was a lot more tolerable than the ones in the beginning.
if you wanna keep the feature, i think you could repurpose it to show the "fullness" of your personal wienersleeve's various holes using a visual metaphor. something like pic related, maybe.
hell, you could even use different types of glasses to represent different holes.
imo discrete symbols that turn from green to red would be the best way to show how worned it is while remaining classy, and then maybe it goes pink when they break
The art doesn't really fit this.
Instead i'd like to see more writing, as in, alternate text blurbs for second time, third time and other stuff too.
Like for example, after raping someone, going straight up for a different hole should have different text than when you go freshly for that hole.
I think the best way forward for this mod is to add more text based content.
One thing I would like to see is stuff where you interact with multiple girls at the same time, how their traits, lovers embrace and the slave one, would interact.
>I think the best way forward for this mod is to add more text based content.
if only anon's writing was better
Well it's not terrible, so Im willing to take more of what he has to offer.
The credit for the writing goes to the anons here. Always happy to add more scenes if they get posted.
I'm the coomeranon who wrote the rapebreak and consensual love scenes in this thread. which parts did you find lacking?
in the works
i can't fricking wait to get some paragons and cuddle with the hegemony bawds!
Is the lovers embrace elite trait worded correctly?
It says
"Deployment cost reduced by 15% or 10, whichever is less"
But how would you even get to the 10 part? Is there even a 150+ deployment cost ship in the game?
Its still super strong though so I'm fine with it as is
Seems like explicit visuals aren't the way to go. I'll shelve that idea for now.
I'd like to add more dialog as well but I'm not a writer. If anyone wants to post their writings with conditions, unique npcs, etc. I'll be happy to include them.
The limit is reached at around 70 dp instead of 150.
Ayoo how come some random homosexual is making hentai eroge starector while al*x the cuck can't add like 5 ships lmao in almost a year.
Quiet anon, you don't want to get accused of being "le minecraft anon" for calling out Alex's shitass work ethic do you?
>get 2 prometheus ships so i can do quests farther away from the core world
>get 1 atlas so i don't have to keep worrying about space
>get 4 ox ships to reach 20 burn speed
>no money to buy fuel
>i should have enough
>go to explore the edge of the sector
>reach not even the edge
>fuel won't get me back
if nexerelin doesn't have this outpost feature, i would have loaded an earlier save.
>not living (and dying) with the consequences of your decisions
I don't have the irl time to waste five hours doing exploration missions all over again
that's too hardcore for me
thanks!
>>get 4 ox ships to reach 20 burn speed
anon pls
also just a future tip: efficiency overhaul on anything not fighting.
>>go to explore the edge of the sector
not even the edge
This homie doesn't check the map's fuel range feature to see if they can afford to make a trip somewhere.
>unironically using "they" in the singular
ACK yourself my troohomie
>Seething over a single word used in a disposable post.
Absolutely obsessed.
>hegemon daud is a confirmed hivescum manlet
>andrada has an ego the size of the orbital station that fricked mairaath and keeps jerking himself off with his lion guard circlejerk despite being a glorified gas station and seafood buffet manager and a know-nothing ideas guy for his warship engineering team
>sun instigates a fricking war over AI because of muh tech inspections and gets removed for 3 years only to come back after tri-tach as a whole gets mogged by the hegemonkeys and forced to submit to a treaty
>the 3 gens of the persean league keep squabbling over bullshit politics and out of the 1 gen revealed to us, yaribay turns out to be a spineless "moderate" who wants to kowtow to the hegemonkeys
meanwhile
>brother cotton keeps evading capture by tri-trashyon, hegejannies, and persean losers
>continually psyops people into his cause and helps continually fund pather cells to frick with everyone
>confident enough to track down the player character and reveal himself to you while still not able to be tracked himself
luddbros we can't stop winning
you forgot
>drinks tea with you
which makes him infinitely cooler than anyone else in the game.
gargoyle's troony ass doesn't offer you an iced tea.
the lesbians don't give you a janus tea with lemon.
you can pilfer some sweet evertide reserve from baird's liquor cabinet though
frick i hate that 'ending" so much its so unsatisfying.
can't even actively frick up that dumb c**t's plans and still get blamed for it.
>mfw i have raped and sold 11 hegemony female officers and am currently in a relationship with three of them
i wonder what high hegemon Daud-sama would think of me
you can find out by raiding chicomoztoc and kidnapping him in exchange for buckbreaker capital ships
delightful devilish anon. but that have to wait until i make my fleet big enough to challenge and beat Avia and Kim doomstack
in that case start fitting your ships with daemon slayer hullmods
That image is hot, why the frick is starsector making me aroused.
Just need a mod that does the opposite too.
what does DOGEZA do??
So I did the main quest for the first time after generally ignoring it. I thought it it was intended to be a sort of late game thing but a lot of the story stuff in it makes it feel like you're supposed to do it early on, or even right away. Because if you already have colonies, some of the dialogue and quests make no sense.
Like when you need an audience with Baikal Daud so you have to convince a Persean leader to give you diplomatic credentials. Wait, what? My megacorporation produces half the starship hulls, supplies, and heavy weapons in the sector. We grow almost half the food. We produce the majority of starship fuel. And whenever another faction comes to attack us because "ree you can't just run a free port" or "ree I don't like you dominating the domestic goods market" our fleets just swat them aside effortlessly. Why would I need to pretend to be a Persean lackey when I'm in charge of one of the biggest players in the Sector? It would be normal to have a face to face meeting with Daud without needing any pretense.
For that matter why even deal with the Hegemony at all? If the Galatia Academy didn't want to deal with Hegemony interference they could just relocate to one of my planets and do whatever they want.
Etc. I understand why these things aren't that way - it would essentially require doing multiple versions of the main quest and/or a lot more branching options - but it does mean that, at least in my opinion, for the main quest to make sense you really have to do it relatively early in a playthrough.
The current version of the main quest is a mistake. Alex never should have bothered with it.
As someone who has an autistic hatred of story in games, the best thing Nex ever did was add a "skip story" button. it almost makes for those stupid artillery stations.
>it almost makes for those stupid artillery stations.
disable them purely to spite the creator.
last I heard the skip story option was bugged though.
>last I heard the skip story option was bugged though.
Used it last playthrough. Didn't give me any problems. I was even able to access the cool stuff, like Alpha Site and the Ziggurat. Although there was one issue where I had the chance to return the Hamatsu to that one chick who asks you to get her ship, BUT her planet was sat. bombarded, so trying to access the mission resulted in a crash. Only issue I had though.
Aren't those artillery stations part of IndEvo?
Also I like the story, it gives you a solid amount of credits (even more on next patch according to the notes) and its pretty easy to do quite quickly
My only issue is that Merc doom fleet thats HARD AS BALLS to beat, I normally just skip them by going to the alpha site before you're supposed to
The current ending is a bit meh, but I think its setting up for the next part right? Some sort of end game crisis I think
Depends on your fleet but out of all the phase ships in the game the Doom is the easiest to kill because they don't phase outside your range like the others do
i don't remember exactly how i beat the doom fleet the last time but i remember asking and got told about a fleet composition that made it easy.
>Aren't those artillery stations part of IndEvo?
Now that you mention it, yes.
kek
>Also I like the story, it gives you a solid amount of credits
The story missions don't give you any money. Alviss missions give you money. The "ending" is garbage.
I dont think nex adds those
You're supposed to get the zig about the same time you have that class of ship. Most of the story should be done early on, yes.
i think it's unavoidable. the alternative is Freelancer-style hard-gating story missions behind arbitrary income numbers, which would be very hard to convey to the player without some immersion-breaking "YOU MUST HAVE EARNED X CREDITS TO UNLOCK THE NEXT MISSION" type of messaging.
NTA I just wish it did recognize shit like commission with the hegemony or other things. Also the current "ending" is fricking awful.
Achtually...
>Like when you need an audience with Baikal Daud so you have to convince a Persean leader to give you diplomatic credentials.
>Why would I need to pretend to be a Persean lackey when I'm in charge of one of the biggest players in the Sector?
You are missing some of the context.
You are never pretending to be a Persean lackey, you just use one (blackmailed by Baud) to get a ticket that let you see someone who normally wouldn't know your mail existed if you sent him one because Baud isn't that important.
Do you think a low-key academy Provost can ask the SUPREME COMMANDER OF THE HEGEMONY "please set up a rendez-vous at 8h with a random captain"?
It's like your school teacher saying she'll arrange a meeting with the US president for you. and she do so by blackmailing a Saoudian Prince who pretend it's for important oil affair that the POTUS need to meet you
>For that matter why even deal with the Hegemony at all?
The academy is within a system controlled by the Hegemony and seem to belong to the Hegemony. It's no "free state". The Hegemony have every reason to care about the madman who almost cut the only jump point for million of Hegemony citizen
>they could just relocate to one of my planets and do whatever they want.
You mean the instant-colony that is ridiculously easy to make as somehow your unknown captain can attract hundred thousands peoples to serve him and build him fleets without voting?
If we wanted this to be credible, you'd need to gate the colony behind a campaign that give you more legitimacy than Phillip Andrada. Like: "you saved the sector from cosmic horror, millions have seen you on TV, you helped the leader the peoples voted for"...etc
Forgot to say, there's also the fact the Provost plan to use a gate is very dangerous, going by official channel (if possible) would attract attention from dangerous people who check those channel.
However, going through some diplomat asking a meeting for totally unrelated reason, might escape that attention.
>tfw changed vanilla portraits before looking at them
>tfw she had a sexy animu girl portrait
>tfw was role playing doing it because she's a qt
>tfw i discovered her vanilla appearance
it was horrible.
You can easily buy the contracts of thousands of crew members at a moment's notice. If you frame it as a financial transaction in a corporate dystopia, and their wages are covered in colony expenses, then there's no need to add yet another shitty and tedious story to the game while still remaining plausible.
The starting population are simply your workers, and those who show up can simply be enterprising individuals or hard luck refugees that eventually become defacto residents.
Besides, the only thing that's "instant" is the habitats (which isn't that hard to believe imo), the spaceport isn't working for a couple weeks.
What I wouldn't mind, though, is a secondary reputation that changes based on your ethics, who you kill, etc. that can change how people view you as a person, instead of just how useful you are to a specific faction. You can gate colony *growth* behind that, but it should still be able to be subsidized, since independent wealth is also an achievement in these dark ages.
But I absolutely do not want to trudge through the same bullshit every game just to get started in the colony game.
"easy crew" is gameplay simplification hiding turnover. IMO crews should be made harder to find, not just a different kind of fuel.
Framing everything as a dystopia where the crew are serfs worse than Tri-tac won't make colonies less cheesy, this is plain gameplay favoritism and we must recognize it.
hard luck refugees would sound plausible if we had a setting-changing events making existing factions less safe than our glorified company-town, but we'd still need to become famous Andrada 2.0 for more than using a gate.
>What I wouldn't mind, though, is a secondary reputation that changes based on your ethics, who you kill, etc. that can change how people view you as a person, instead of just how useful you are to a specific faction. You can gate colony *growth* behind that, but it should still be able to be subsidized, since independent wealth is also an achievement in these dark ages.
To me this sound tedious, constraining and not the good kind of complex.
Many players won't want to be forced to play "ethic minigames" before they can carpet bomb all factions.
How to get all the cakes and eat them is gonna be trouble, but don't diss the power of campaign
1) be hired to find a planet for a colony = you chose
2) be hired to escort refugees from factions = popular support even if you then nuke factions
3) AI war or/and cosmic shit happen = other factions lose force, it can even kill your employer leaving you to lead the people
>then there's no need to add yet another shitty and tedious story to the game while still remaining plausible.
I fully support the addition of a separate creative mode for respectable gamers who beat the campaign / cheaters in need of instant gratification, but the story writing is within average and don't deserve all the bashing. Especially for people who consider "plausible" to be handed supreme power.
>IMO crews should be made harder to find, not just a different kind of fuel.
It doesn't fit the game though, there are millions of people just waiting around to do nothing.
>there are millions of people just waiting around to do nothing.
How many are highly skilled spacemen?
>Why is that bad, exactly?
Not bad, but it feel irrelevant, you barely care about minimizing crew loss.
In that vein I've yet to ever lack room to carry crew/marine, the game have dedicated transport ships but without Ground combat bonus they are decoration.
Of course, this is very low priority with little impact unless Alex have a genius idea using crew transport.
>Gating colony content behind story missions isn't constraining?
Agreeing the game need a creative mode: no it isn't.
It is called Progression and give credible context to your ascension as the New Domain Emperor.
I'm not seeing the hidden genius behind your suggestion either and it doesn't sound any more immersive, just wishfully hoping RNG-NPC have engaging RNGpersonalities/RNGdialog (and I like Rimworld).
We both know storydriven game aren't bad and StarSec need free-roaming, but sandbox with 100% RNG missions are overrated. You may as as well stare at paint and imagine a game in your mind, pretending grinding +100 rep points with <NPC 165> made saturation bombing cities ok for your crews/serf.
Sad to hear you dislike the storyline so much, thought in this place I think you just get carried by the hatewagon.
>Making crew arbitrarily more difficult to acquire isn't constraining?
This is basic balance with linked mechanic, just like limited fuel doesn't constrain you: it give you a reason for tanker, is fun and the good kind of complex.
>If "supreme power" is exploiting your position as a starship captain to
...turn crew into serf with indefectible loyalty ready to commit warcrime?
Yes
>I'd hate to see what you think of exploring
You are being petty, exploration is fine: we need to plan your fuel, supplies, sensors, volatiles, skilled crews (may include Domain-archeologist) ...etc. It is complex, reward planning and hard choice and we aren't handed instant kingdom.
>moron continues to aggressively misinterpret what kind of game starsector is
>shitter don't read the post at all and react to imaginary strawman
I'm pro creative mode and want story mode to trigger drastic change in vanilla, you'd hardly find anything to hate.
you won't even read this
>"easy crew" is gameplay simplification hiding turnover.
>this is plain gameplay favoritism
Why is that bad, exactly? What, do we cut numbers, so you have to make five more stops to crew a new ship? Because that would just suck.
>To me this sound tedious, constraining and not the good kind of complex.
Gating colony content behind story missions isn't constraining? Making crew arbitrarily more difficult to acquire isn't constraining?
A reputation system would be just that. If you're a successful captain, people would want to follow you, even if just for the paycheck. The difference is that you get to build your reputation by participating in the existing gameplay loop, NPCs react to you differently, and you personalize your crew as people who follow you for your own brand of success (possibly with varying advantages), instead of going through a scripted sequence entirely divorced from the state of the game world. Maybe you have to convince them to stick with you when you suddenly sat-bomb an ally, but that's better and more meaningful than doing scripted courier missions that will somehow excuse sat-bombing anyway.
With your idea of challenge, you may as well just set an egg timer and do trade runs until it goes off before clicking the colony button, you'll get roughly the same amount of engagement.
And no, regardless of the writing, the campaign was a fricking slog of trivial busywork. There was no point during those missions that I'd rather not just take random missions from a random contact for a better, less predictable, but functionally identical experience with characters I hate less.
If "supreme power" is exploiting your position as a starship captain to buy no-questions-asked employment contracts from people who just want to see the stars/get off their shithole rock, I'd hate to see what you think of exploring. You click on ships and acquire loot. You don't even spend 3 hours orbiting Galatia Academy to get a degree in archaeology first.
>setting is clearly an excuse for space battles set in the dark ages after the fall of space!Rome
>the fandom takes it super seriously and even sees it as agitprop for [insert ideology here]
Was it autism?
how do i make markets refresh?
i want to buy a ship not normal market btw.
Your best hope is to just fly to another planet and check their used spaceship dealership.
while i was exploring, the hegemony was expanding. i got a notification that everyone else was falling into irrelevancy.
i haven't even made my first million yet.
will factions stay on life support until i find paragon blueprint and start fricking the hegemony in the ass and return planets to their original owners?
thanks
one more question, can i make a profitable colony now that the hegemony is dominant or do i need to disrupt their stuff constantly so i might as well just invade to give back planets without starting a colony?
if you mean that the hegemony got a market size/conquest victory, that's essentially flavor text by nex, don't worry about it
no, unless they own every single market and you are hostile with them there isn't much to worry about unless you shack up next door to them
>if you mean that the hegemony got a market size/conquest victory, that's essentially flavor text by nex, don't worry about it
that's good to know.
thanks!
>no, unless they own every single market and you are hostile with them there isn't much to worry about unless you shack up next door to them
thanks!
now that i'm looking throw systems, they do have planets in many places but not everywhere.
i supported the rebellion of the church and now they kicked the hegemony.
blog/
supporting rebellions seems expensive because i'm selling to the black market at a lower price than the lowest available but i'll try to support rebellions to kick the hegemony while simultaneously doing missions for them to get enough money. for roleplaying purposes.
not that i have the money for a colony since i found a guy providing his own blueprints for every ship but at double the price. i now jave 2 dooms.
/blog
I dunno, but there's this console command mod that can both refresh markets and find wares across the galaxy
https://www.nexusmods.com/starsector/mods/2
~
forcemarketupdate
or wait a month
thanks, they dropped a doom in the market after i built one for 500k.
it's not like i know how to use it well anyway.
Havent played with Doom for ages, but usually you load it with every strike weapon you have (am blasters, reapers, that stuff) and abuse shield AI.
Drop mine behind>ship turns shields there>unload>wait in phase for recharge>repeat
Or you can use to delete fighters. For ship to ship combat player harbringer or afflictor are better anyways
alex
release it alex
do it now alex
ok?
No Alex, don't dew it. I'm about to start a run with a 5 reckless officer odysseys and 3 LP brawler build.
we gots da zigger bois time to rain on everyones parade with omega weapons!
i don't like keeping it in my fleet.
being marked by a unique ship and thus always identified is worse than i expected.
Frick phase ships other than mechs honestly.
I like the story bits around it but the ship itself I don't think is all that powerful given its cost to operate. I still think you should be able to put an AI core in it and "restore" it over time rather than it just being a busted version of the boss fight. I don't think it should be the same ship but it should be at least a bit more unique in how it works. It basically becomes a regular ship with a shitty mote spam attack.
It was better before the Phase Nerfs. Zig is just way too fricking slow now.
A lot of ships are too slow in general. I don't think the zig needs buffing it needs outright reworking. You shouldn't just fill it up with crew and go.
>dropped 3 ox ships, the extra prometheus and the troops transporter
>took the industry perk that gives 50% more resources from salvaging
>profiting from daisy chaining exploration skyrocketed
>able to afford more combat ships
huh, if only i'd known this before the hegemony took over the system...
>his default early game fleet isnt just hauling ships with 20 burn so you outrun anyone who would try to fight you as you explore the sector
>tfw got a doom
>tfw can't use it well
she needs safety override, right?
that's the only hull mod i have.
lol no, doom wants max endurance
so i should switch to flux capacitors stuff?
searching a little, it seems all phase got nerfed in the current version.
what is the noob friendly ship now?
if one forgets to check it before leaving the core world, one has to make a guesstimate.
and i'm bad at that.
the nerfs to phase means you have to choose between the two hullmods to make them not shit
>phase anchor
fit for all or nothing strike weapons like reapers because 0 cost initial phase cloak and x2 weapon recharge or
>adaptive phase coils
have more speed in cloak by increasing the hardflux threshold before you start slowing down
>what is the noob friendly ship now?
for phase or in general? doom is good and so is the phase capital ship. in general, i'd say an onslaught is straightforward enough, (just have ships to cover your ass because of shield arc).
at what point should i include a capital in my fleet?
currently i'm running with 2 not very well built dooms, 2 harbingers and a falcon.
i can do 100-150k bounties with some difficulty but i feel adding the onslaught i found in a REDACTED system will just tank my income again.
i'm currently sitting at 300k after getting my 2 dooms.
>2 not very well built dooms
the ai is terrible at using phase ships i would not bother with one unless im piloting it myself
Now, where's my lighthugger?
doom is a mine dispenser. if it has hardened subsystems and an officer with systems expertise and field modulation you're already 80% effective
>it's another "spergs aggressively misinterpret what kind of game starsector is" episode
Just go play FTL if you want to play crew management
Ignoring the dreadnoughts, what would you say the best and/or your favourite UAF ships are?
no.
Blown-up ones.
I havent been around for weeks, did rape anon mogged the UAF queen yet?
whoops meant to reply to this one
do frigates have a place in the mid and end game or are they only early game ships?
>all your objectives are belong to me
>*teleports behind you* "Nothing personal" *missile salvo kills the engines*
>you're running away from my fleet of capitals? Allow me to wipe out 75% your cruiser armada with a single wolf for like 5 supply.
IndoEvo edition:
>hang on guys, lemme just go sneak through this minefield and plop down this satelite, while you chill in asteroid belt
what should a mid game fleet look like?
and what does an end game look like?
should one deploy capitals and frigates only?
Caps hold the line, take the pounding and build up enemy flux
Cruisers move in, overload enemy shields/force the shield drop,
Destroyers keep frigates at bay
Frigates of first wave start by capping objectives, expend all their missiles fighting enemy frigates, then retreat when their PPT runs out.
Second wave frigates arrive, flank around enemy line, draw away their ships, redirect shields, allowing your caps to land some hits. If possible, they knock out enemy caps engines, distract pd and draw away the fighters.
Or just get UAF nukes and erase enemy fleet in one salvo.
Fleet comp is too heavily dependant on what am I currently doing.
Phase task force, exploration fleet, long range hit-squad, [REDACTED] removal regiment and grand invasion battlefleet all look vastly different.
thanks for the detailed explanation
>mid game fleet
should have a cruiser core of 4-5 ships, one of which you pilot yourself, and one another small ship of your choosing to use in case the flagship get destroyed or you need to flank/chase exposed enemy ships, an element of mobile skirmishers to wipe out forward and flanking enemy frigates and contest caps (shrike spam or hammerhead/enforcer with tempests), topped with at least two condors fielding interceptors for air cover
the first and most important thing to look for in a fleet is the ability to wipe out frigate threats as they close in, anything else is secondary
endgame
depend on you, for me its a single flagship cap, 8-10 cruisers, 3-4 cruiser carriers carrying a mix of interceptor and fighters to flush out fighters and frigates, 3-4 elite destroyers to contest cap and scout, nabbing small kills as they come before the fleet show up.
>cap and frig
unless you are really good at captaining the flagship, your fleet will get squashed by carrier fleets (frigs have shit AA, cap AA only goes so far), path fleets (frigs cant take pressure, cascading into swarming your flagship), big pirate stacks (frigate PPT), hegemony fleets (emphasizes few quality cruisers escorted by destroyers and harassing frigates, bad matchup for you)
thanks.
i guess i'll get some herons to get rid of frigates.
i'm close to the end game.
have 1.5 million credits, 2 onslaughts 4 dooms and a bunch of falcons and eagles i got from bounty hunting.
on one hand, i don't want to make a colony because it'll make the game too easy.
on the other, i'm barely staying afloat with bounty hunting...
back to the first hand, i don't even have a paragon blueprint or even any capital blueprint so this should make things interesting
doom is a very expensive and inefficient ship when its in your officer's hand, in your hand, it can shine, in AI's hand, they can spam 12 of it with impunity, but otherwise they're just a very, very dedicated air superiority cruiser
get good at captaining your onslaught, take 3 or 4 frigates with you to cover your sides and rear, leave the other onslaught and falcon/eagle to form their own battle line and do their AI thing while you do human things with your superior tactical intellect
>your superior tactical intellect
o-of course. haha.
Most of my fleets are mechs and strikecraft now. I deploy a couple heavy hitters and them swarm with everything else.
Based. I use the Star Fed Fleetship, which has that humongous protective barrier, and my strikecraft last forever underneath it.
>Ignore the game for a year.
>Come back on a whim.
>Discordgays have become full autismo.
>Some anon is making a rapemod.
>Bunch of stupidass dramas over at the forum.
What a time to be alive.
are all bounties pirates?
even deserters?
what if i want to befriend pirates, can i still do bounties?
Are the military officers in bars a vanilla thing or are they nex? (not talking about IBB) Because those are faction based so you could just go to a pirate bar to get pirate missions. Also there are pirate contacts that will give you missions like other factions.
yes
yes
no
damn...
contacts and bar opportunities are vanilla.
the thing is, i don't want to antagonize anyone. not just pirates.
i guess it's exploration and trading/smuggling for me...
>i don't want to antagonize anyone
oh then you're fricked.
If you're siding with pirates you will piss everyone off.
i don't want to "side" with the pirates.
just to be friendly with them so they would leave my future colonies alone.
i'd befriend the luddic path too if they gave exploration missions like the pirates.
That's not how it works, anon. Pirates still target your colonies and the only differences is that your patrol didn't attack each them and instead standing aside while these scums raid merchant fleet who wanted to trade with your colonies.
NYOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Specifically, if you're using Nex, getting friendly with pirates prevents them from reducing the accessibility of your colonies via raiding, but they can still take out merchant fleets and cause commodity shortages, with the bonus of your defense fleets not stopping them.
If you're playing vanilla, then befriending pirates has zero benefit except for I THINK not getting attacked by them while in the core worlds, so they still raid and pillage your stuff
>getting friendly with pirates prevents them from reducing the accessibility of your colonies via raiding
You still get lowered accessibility and stability because they hit the fleets trying to sell you shit so it doesn't actually avoid this. Its lessened because you're buddies with them though.
You can get around this a bit by shoving a bunch of resources your colony needs in its inventory and letting them use stockpiles but this is a stopgap.
>highly skilled spacemen
kek that is not what "crew" are in starsector at all anon.
yeah like the other anon said, they won't fight you, but they *will* fight all the other factions that show up, salvagers, etc.
good way to get free salvage though kek
>"Military officer offering bounties"
that's always against pirates and away from coreworlds
>"Underground bounties"
that's always against other factions, inna core.
no, underworld bounties target factions
yes, deserters became pirates
yes, you can but only underworld bounties (smuggling, killing trade/patrol convoy of a specific faction)
also Luddic Path offers underworld bounty beside the pirates
thanks. i'll just do bounties normally then...
frick those treacherous fricks.
i'll frick'em all.
rapesector taking pirates officers prisoners when?
or is it already in and i'm too moronic to figure out how?
forgot to thank
(you)
>what if i want to befriend pirates, can i still do bounties?
Yes, just take them out with your transponder off. A pirate's worst enemy is other pirates, after all.
what is a better system to colonize,
a system close to the core world with an arid planet and a jungle planet or a system at the edge of the sector with a water planet and a cryosleeper?
and are 2 millions enough to start a profitable colony or not?
need a lot more info than that, also should probably aim for 3 planets, 1 for farming, 1 for mining, 1 for commerce.
also keep in mind
(from a guide)
>Avoiding Luddic Path Cells
This is the reason to build across 2 separate colonies. Cells spawn because Technology/Industrial activities generate interest. The magic number to avoid is 7 per planet.
>Farming (0) + Heavy Industry (2) + Pristine Nanoforge (4) = 6 < 7
>Mining (1) + Refining (2) + Fuel Production (2) = 5 < 7
>Tech-mining, Orbital Works Upgrade, Synchrotrons, AI Cores also generate interest
Is Pather such a trouble you need to build your colony skirting around them? Since I'm using Nex and IndEvo, I could simply push the glow button on my agents whenever they're fricking around my turf.
it's depends on the agent competency and it's about 80% of success chance. My star fortress was disrupted once by the Luddic cell just right before the planet being invaded by the Legio and I install TASC ever since. Can't leave them to chance anymore
Without having operatives on auto its tedious to deal with them. With mods its a different story. Early on its best to just keep those in mind so you don't have to waste money on it. Later on, frick em all.
Closer one. From what you say, they have good farming opportunities (high early income and food is important for your empire anyway)AND these colonies are close to the core, so high accesibility, which keep in mind is directly responsible for for how much you earn from the colony.
If they have low enough hazard, it's all the better.
Cryosleepers are overrated IMO.
They accelerate growth, but with hazard pay you can still get any hellhole to size 6 and at that moment it becomes useless.
tesseracts are garbage.
they just aren't fun to fight.
tesseracts are great.
they are so much fun to fight.
these two posters are AIs.
>Gamma tier take:
Are AI because they say AI good.
>Alpha tier take
is AI because they try to dissuade people from fighting AIs
verification has never been required
> me right now
now with spoilers xd
how do you build your moras? I think the ship has great potiential but prone to overloading and being sniped before the fighters could get close
I just use the standard loadout then in battle I let it sit behind/next to the Astral (which has quite a good loadout, Omega weapons etc)
Honestly the Mora just needs the "standard" loadout (and an officer) as its quite a hardy ship with its dampener system and fighter complement
I've seen the AI hold its own with the Mora against really bad odds, its very survivable and its a great ship to get early game/mid game
I've had this Mora since the first year of my current campaign and its basically come all this way with this loadout
tesseracts are ok.
they are a little fun to fight.
>never find a forge worth a frick so don't really bother worrying about it too much, a forge is a forge.
>start lookin around for somewhere to settle down
>pristine nanoforge on a random shit planet's ruins
oh ok, guess we makin fancy ships
So I'm still heading my head around fiddling with .jar files. Can I just crack one open in 7zip, make my file edits, then open it as a project from existing sources in Intellij, and refactor it if all I want to do is fiddle with a mod's innards?
its a bit more complicated then that unfortunately
Most mods are targeted to java 7 (sometimes Java 8) so you need the JDK for that for start
Then you need the .java files for the mod, ideally from source, but you can decompile from class files using a decompiler (eg http://www.javadecompilers.com)
Then you need to make a project and compile with dependencies, such as the Starsector libraries, theres a good quick start on github that you can use (its what I used) here https://github.com/jaghaimo/starsector-mod
just plug in the java files into that template from the mod and you should be able to compile it yourself using gradle to help get the deps for you
If you dont want to go all the way you could maybe decompile class files and recompile them individually, but you still need the deps to do that so its gets messy very quickly, so better to have the whole project then bits and pieces imo
>make absolutely no changes to my mods for MONTHS
>go to start a new game after a while
>crashes when stabilizing economy
Guess I'm done with starsector for a while
>crashes when stabilizing economy
what's this?
The second half of world generation.
F
>not testing each mod individually to see what the problem is
I can't be fricked.
I read the crashlog.
It was Arkships sperging out during world generation when it couldn't find a suitable star system to spawn one.
that's it, i cheated.
i couldn't find decent weapons to equip my ships in the core world since i started this run.
i bought them from the nex free port thingy.
> that's it, I played the game
ftfy
thanks for trying to make me feel less shit.
The weapon desire sensor is real.
true. or it might have something to do with the "victory" of the hegemony. it might have made the other factions weak economically or some shit.
no
>unicorn mount
what's that?
where's the fun in that?
>is more concerned about the unicorn mount than the Wall of Flesh
Tentacles typed this post
So do you count using bar manufacturing offers or contact manufacturing to get the ships and weps you want as cheating too?
And yet when I give myself a unicorn mount to fight the wall of flesh, everyone calls me a cheater. Clown world.
>not spanning weapons with console commands
>not changing the files to start with the ships you want with the weapons you need
ngmi
There's apparently a mod that lets you pick the background music for your own colonies, anyone know what it is? Can't find it.
it's a feature in nexerelin
oh, well frick me. Didn't know it was built into it.
> shadowyards paid me 20 million credits to take back one of their colonies from the hegemony
damn they were desperate
for fricking hegmonkies in the ass, i will do it for free.
do you need a fleet of certain size to get such a mission?
i believe the conditions for them to appear are when a faction captures another faction's market and the original faction fails to retake it
>Shadowyards
Blegh, they give off the same vibes as the Sanguinary autonomous defectors, aka not a good vibe.
SAD is a subfaction of Shadowyards moron-kun
That would explain alot.
what's egregious about shadowyards? the only thing I don't like about it is player-controlled mimir being nigh impossible to lose with due to the long range sniper cannon, the infinite juke system paired with it, and the pilot art standing out too much from the vanilla pilot art
I personally like the mod, but aside from the art style that massively clashes with vanilla, it adds a new commodity that breaks trade missions, everyone in the sector will be asking for cloned organs.
If "non-vanilla art style" and "new commodity" are a mod's biggest sins then it's effectively sinless
I like them, as
said there are a couple of issues but they are soulful imo
Anyway guys I'm killing the UAF, should I invade and take over their home planet or do complete global saturation and bomb them into the stone age?
Also, imagine being sent in to fight and seeing a graveyard of your own ships blocking the way, kek
It's the look of the ships. Just like Sanguinary, they look like they're made out of candy.
Did bugmen make this?
Nah, if it was a chink mod, everything would be grey/blue with neon lights and weird angles everywhere.
it just has that weird "fake" plastic look all their ships have.
I hate the smooth look all troony mods and bugmen mods have. Its strange how its pretty much universal as well. Hence the inquiry.
is the rape stuff for factions officers only?
can't i rape pirate officers?
Considering you can rape your own officers I wouldn't see why you couldn't do it to pirates.
what are the requirements?
i feel like i'm missing something obvious.
i've defeated many pirates but never got to capture anyone.
do i need a colony?
it's like the mod isn't activated.
it says "take no prisoners 0.14.4" in the in-game mod list.
there is a skill you need to put on your skill bar
>there is a skill you need to put on your skill bar
i knew i was moronic but i keep impressing myself with how moronic i am...
thanks.
i do have prisoners. but i'm a moron.
now, how do i go about disabling enemy ships instead of exploding them?
Oh just shoot them like normal, the key is just not letting the officers flee, which happens a lot of the time. Disabled/destroyed isn't really something you can affect I don't think. (in regards to enemies)
thanks.
maybe they flee in very big fights ?
i'm still in the earlyish game and i don't remember any ships escaping.
There's a text file in the mod that shows you what the odds of capturing members of different factions are and I think you can fudge them.
The second you apply any pressure to anything below steady officers they will flee. Quicker ships flee faster.
I've alpha'd a big ship and had 10 frigates just go "nah we're good" and leave kek
>The commander of the enemy fleet will always be captured
I don't think this is true at all even if its what that broken mod intends.
I've looked at the code, pretty sure its true, you can test this and the commander (the officer with the star in the enemy fleet) should always end up as your prisoner
Again I'm acknowledging thats what the code may say is supposed to happen, but it is not what actually happens. Especially if the commander just runs the frick away.
Nevermind, it is broken, or maybe it doesn't work quite right when you fight multiple fleets or have multiple engagements?
I know that certain officers can be flagged as "always capture" and normally the commander of the enemy fleet should be automatically captured
Yeah that is why I was saying what the mod intends vs what actually happens. It might be something else fricking with it even (another mod or state or who knows)
You can disable all the actual graphical additions to it, I use it because Arma wants it.
That said it didn't hurt my performance and adds some nice graphical touches.
Desroyed/disabled seems a bit random to me.
Doesn't matter if I chip away at health or just delete the ship in one fell swoop, sometimes it breaks and sometimes it doesn't.
to be clear I don't think disabling/destroying changes the change to capture i just used disabled to differentiate from them fleeing the fight, which is *very* common with NPC officers.
The commander of the enemy fleet will always be captured
The regular capture chances are in the faction configs
Destroyed ships have 50% less chance to capture the officer, but thats not something you can effect (disables/destroys)
if you look in the tnp tab and see no officers you don't have any.
Just to make sure you know, there has to be officers in the ship and you have to actually disable them to capture. A lot of the time officers in frigates especially pirates will instaflee so if you don't chase them down you won't capture anyone.
the whiteout on ships being destroyed is moronic i'm glad i found the way to disable it.
Isn't this default in graphicslib?
i didn't know it existed until now.
is it really worth it?
does it upgrade vanilla significantly or will it just make the game run slower and have a barely visible effect?
how do i ransom officers?
and how much is the ransom?
So far I have been unable to ransom anyone and I got no clue how much I could get for them.
ransom in TNP is borked just like most of the mod.
You have to talk to them directly to get any of those actions to work "right"
You need to be in a system that contains a colony controlled by the officer's faction. Some factions like the pirates don't care about ransoms though.
They are talking about the TNP random, not the special function ransom for inventory prisoners.
ransom not random*
i fricking suck at this game.
but i fricking love it.
can't wait to get some paragons and disco everything to hell.
I wish I could experience what it was like to play this game for the first time again. Before I knew what every ship was good at, or how to work anything. Everything was mysterious and I actually enjoyed reading every prompt. My first capital (legion XIV for life) was a genuine achievement for me, and I treated my colonies as more than cash farms.
The magic just isn’t there for me anymore.
>install weird ass faction and ship mods
>stop using ships you have used before
>exploration and discovering things is fun again
as with all sandbox games, the secret is to roleplay
only build a fleet of certain type of ships, ally yourself with a certain faction, become a pirate/trader/explorer
roleplay is the key to making replaying a sandbox game fun again
Sagely advice, my friend.
>ally myself with Star Federation
>be a humble trader
>build myself up so that I have a capital ship and 20+ strikecraft mecha
>before long, create a new system that's solely owned by me (don't care about the planet conditions, I'll take the extra hazard costs)
>quit the star fed commission, become my own action, team up with the star feds as equals
>try to ally myself with diable avionics
>wipe out everyone in the sector
Knowing the destination means nothing, because it's the journey that's important. Like when you get invaded by multiple hostile factions, AND you need to deal with a remnant threat, so you create a battle strategy to lure them towards your star fortress. Then let the magic flow.
same but for m&b.
and this
That's basically every game
alright bros its done, the UAF have lost their home systems and I've got a literal frick ton of officers as captives
how much are you guys willing to pay to buy them? Heck I'll make it a buy one get one free offer (while stocks last!)
Ironic that the easiest way to beat them was just to send invasion fleets via nex that were insanely huge.
My fleets used low tech ships (eg onslaughts and moras) and it turns out they were better then the UAF, anime gets btfo once again
Now, how do i find the queen? Asking so that I can hold her hand and make rape to her gently
I'll give you a three fiddy for Lynn Mendez.
>he wants to get paid for anime
got bad news for you, moronanon.
https://twitter.com/amosolov/status/1636141677206274050
>Fun little feature of the new Gigacannon: its shots keep going after hitting fighters if the fighter is destroyed by the shot!
Also confirmed for Gauss, Hellbore, and Onbawd's TPCs.
>Gigacannon
is gigachad the next character he'll add?
Certainly nice to see, plenty of mod weapons have been doing that for ages.
>want to make a full phase fleet
>realise I suck at using phase ships
>realise the AI really fricking sucks at using phase ships
>no longer want to make phase fleet
same.
i'll get meself some paragons and apogees
Any recommendations for anti-[REDACTED] fleet composition?
monitor
Apogee,
, Eagle, anything that can take a hit and dish out back. Remnants are shooty but brittle, except for the Radiant which cause seethe to everyone on the wrong side of it's gun
There's quite some recommended comps to deal with Remnants effectively and efficiently,
But to sum all of them, they are composed of just having 1 damage dealer like a Cap then the rest are either DD's and/or Frigate spam with the strategy of staying close, covering each other, break them up and destroy each ship one by one,
My 2 favorites are either 4 Shieldless Onslaught strat or High Tech wolfpack tactics.
Which ArmaA mech is best suited for Wolfpack tactics? The Aleste just flies into the Enemy and kills itself while the Leynos is fragile as frick. Should i just use VX Customs and Gareggas?
Gareggas are great so yeah
i'm getting destroyed.
did i really rust this much or there was a nerf besides phase ships in the most recent update?
i used to run an onslaught and several cruisers and beat 250k bounties just fine.
now i'm struggling against a pirate base+the fleet protecting it.
i just want to say that i'm huge ass moron for not exploring with a very small "fleet" from.the start.
thanks for reading.
new bread?
they didn't link it.
brace yourself for troony deleted discussion
got the joke? they because they're trannies.
Anyone got a download link for the latest version of the superweapons mod?
>cheating