>be playing with Legio and Iron Shell
>suddenly invaded by Sneedault/Chuckoyan
>try to salvage the fleets while the two of them fight
>all the ships are non-salvageable because you're not allowed to have access to the "OP" ships
>IP gets logged courtesy of Boggly Woods
>game crashes courtesy of BadDragn
>mfw another day in the Galactic grinder
>modding
that's the Armageddon that Brother Cotton warned us about and you didn't listen, you brought this on yourself servant of MODloch
hey RSdev you should make some kind of script to randomize the enslavement message's prisoner number
having every slave be number 0056 is a bit immersion breaking
also there really needs to be nexelerin personal info intel screen compatibility
said compatibility would include trackers for the following: rapes done, prisoners ransomed, prisoners released, prisoners executed, bribes made, prisoners broken, slaves made, times spent holding hands with officers, a breakdown of how many times the player character has fricked someone and in what hole (with separate trackers for willing and unwilling handholding), and maybe total prisoners captured
why does it feel like Timid is the one maintaining Sephira Conclave just to annoy Soren?
>you can increase the sight range
>this doesn't increase the leash range of the camera, so you are never able to actually make use of it besides seeing more of the minimap and you have to designate targets there
>not having ships to act as spotters
Do you even siege tank/Fatboy?
That still only slightly increases the range of the camera leash.
What does that mod adds?
from the looks of the Sword Destroyer ships
economy
I remember you showing off your shithulls before and I say shithulls because you must have made edict compromises to achieve that. I bet they even have dmods. Instead you should aim to go beyond 100% quality and show savages what they could never achieve with their primitive methods.
>inb4 more than 100% has no mechanical effect
its not about the effect. its about the message.
I'm at 108% quality and actually there is a mechanical effect above 100 since there's ~20% variance at the individual ship level, you only guarantee zero dmods at 120% and above, 108% still has rare 1dmod ships, maybe one in a generated fleet. But I like beeg numbers, and at a certain point autocalc values it better too.
This is what my local hyperspace lane looks like on an average day. My fortress-planet is situated in a strategic chokepoint of the near periphery, bounded by hyperspace storms. At my first war with the heggies now and their invasion and counter invasion fleets and level 3 vengeance guys get absolutely BTFO the moment they pop their heads in the neighborhood.
Anyway, now I'm off to grab me some Kim Quy pussy
>autocalc values it better too.
>1 dmod in a fleet having more impact than dozens of fleet points from additional ships
>misreply
I agree with your green text though, what I meant was there are diminishing returns to quality, it's not worth going way past 100 once you have a pristine nanoforge.
Custom production always outputs as if you had all pips into quality anyway.
Pretty good then. What did you use to boost your numbers? ai governer, alpha core in industry, story improvement, edict, nanoforge, anything else?
I had a pretty beautiful system myself, but like many of my saves when a mod updated I could no longer go back to it.
you still have a fleet limit that will rape you when you go over.
>want to play the game and make a successful colony
>gonna take a whole day to do missions and surveys
aiiee
Does an overproduction of ship hulls actually do anything?
Is buying ships cheaper on colonies that have excess hulls?
So how economy work? Like if your 3 planets have 25 demand of food total, where is one demand 11 food, and two others 7 food each. Do you need produce 25 total food to fuilfill demands internally, you uou need to produce just 11 food on single planet?
The latter. Each production unit seems more like the next order of magnitude rather than discrete and linear levels of production, like planet size population. E.g. hundreds, thousands, tens of thousands, and so on.
In that case you only need to cover the order of magnitude to have autarky: If you have a planet producing 7 food, it can cover an infinite number of planets demanding 5 or 6 food. However, it can't cover a planet that requires 8 food.
so uh
did I just ransom someone before sending a fighter to blow up his ransom shuttle
rsdev fix this shit
You also sold his organs to the black market basically
oh that reminds me
RSdev, you should make executing prisoners give 1-5 harvested organs from the corpse
so you can still get your money’s worth from prisoners you can’t ransom or break
also maybe add a generic slave commodity (or perhaps two - one for male slaves and one for female slaves) that could be sold at black markets, or in the case of female slaves, you could also use them to help supply breeding facilities, as a demanded commodity
>1-5 harvested organs
I assume most goods are not measured as a single things, but as shipping containers filled with shit.
we had this discussion relatively recently where it was pretty firmly established that cargo units make no sense even if you might account for stuff like shielding and insulation. We also have an example of opening up survivor pods where you get roughly the same amount as organs as you would marines.
They're definitely measured by larger quantities than singular units, but not as large as real life containers.
We know what Starsector's containers look like from looking at the Atlas. They're probably much larger than real life containers.
>escorted to the shuttle and left your weapon range
>get shot in your bridge, body left behind
So who was in the shuttle?
someone who wasn’t aware that my flagship is an ArmaA broadsword fighter
there had to be one of them in the wreckage, right?
Need more eyebags
She needs my wiener
Combat skills are the best skills the player can get. Some people think otherwise but they're wrong.
Combat skills are pretty marginal, especially if you're using cruisers or capitals. Some people think otherwise but they're bad at the mechanical gameplay of Starsector and need a +mobility crutch.
Combat skills are alright, they’re a decent choice if you have skill points to spare
I like certain combat skills like missiles and I know green and blues are the best. But I prefer the Industrial skills, I like money.
Combat skills are great. but you aren't allowed to take them because almost all the yellow and green are required to be able to play the game.
I pay nearly 100k bitcoin a month subsidizing my faction military in this piece of shit rock.
It's worth it though
so privateer gets buffed from high command? couldn't you just use a relay though? replace it with mining/fuel/refining and actually make money.
The planet IS my relay headquarters planet, it was the suitable very hot candidate nearby that could use the cryocomputing engine thing. outside of spawing deathstacks to raid enemies every few months it's also bumping up all my other planets to 300-400% fleetsize.
I have my moneymaking stuff in other places without a 200% hazard rating.
Do IndEvo tooltips still crash the game when you mouse over them?
Never had that problem with the bootleg, only issue are the respawning artillery stations.
In my spreadsheet homosexualry, I return with an attempt at rebalancing numbers around tech levels.
Primary thing I wanna know is, do I have a decent grasp of 'power levels' so to speak, or am I neglecting something here?
For reference, original Dram's numbers:
>Hull 750
>Armour 200
>Flux cap 1500
>Flux dis 100
>90 degree omni shield with 1.2 efficiency.
inb4 'why another low-tech dram and not a midline one), it's because I genuinely thought it was midline just based on its stats this entire time.
Figured the militarised subsystems for free are fair compensation, because the original dram can be a half decent PD ship in a pinch, whereas these two seemingly cannot fight for shit (maybe I'm just doing it wrong when I'm testing it).
honestly the combat stats, weapons mount options, and systems of non-combat freighters/tankers besides speed and tank are basically irrelevant because if your non-combat ships ever get pursued then you’ve done something wrong anyways
at least these two have cool skins that will look better in different colored fleets
>combat stats on a dram don't matter
That's why I chose these as the exercise in seeing how close I can ballpark the stats.
actually, could we have a kind of universal point system, that can be allocated to ship stats (of all,kinds), to determine how "balanced" it is/should be?
Something like:
1 unit is equal to 10 hull, or 1 armor, or 10 flux, or 1 flux dissipation, or 10 speed, or 3 small ballistic slot or 2 medium ones.... So you could add up all the ships stats, and get a single number you can compare between ships (broken to sizes, MAYBE roles, but that's a slippery slope)
We could distill it, by saying a capital should have 10000 units, then unleash an algorithm on the vanilla ships, that assigns value to their stats, then reiterates it until it finds an assignment which results in the most ships hitting the 10000 mark.
For example: assign 1 unit to every attribute, slot, etc, and add them up. Onslaught gets 20000 while paragon end up with 3000, so armor/ballistics or whathaveyou get halved, and flux and energy slots gets doubled (or more likely the higher point contribution a stat has, the more severe penalty it gets next round, and vice versa for the lower end) for the next run. Eventually it should have a basic value for every possible descriptor for a ship (maybe not the systes, but those could eb aproximated: for example if shield stats are lower than mobilty ones, the burn drive should be more valuable than fortress shield)
we have enough autists here, not to mention the forums who hold regular "balance tournaments", so it should be doable by someone. hell, you could import a ship from file so once a "comparator" is built, wiht the vanila as the baseline, you can just load a ship, to see how OP it is
>universal point system to determine how "balanced" it is/should be
Will not work, a lot of strong and weak points come from combinations of stats. Not even mentioning unique mechanics and abilities.
We already have the balancing-point system, it's called DP. Sure, it's not itemized in that a certain amount of shield value is responsible for a specific amount of DP on a paragon, but the idea is that the strength of a ship is reflected by their DP costs, thereby balancing the battlefield. DP is already the end-all of balancing.
I don't see the added value of trying to break it down to atoms, and as the other anon says, it's impossible for a point value to stay constant when there are too many synergistic combinations.
If Alex won't use these old assets, I will.
>Probably using them badly but whatever.
Can't, and this is coming from the kind of deranged schizo who would throw himself into that kind of project. Am fa/tg/uy, have urge to endlessly abstract like that. Makes me diamonds when the die rolls make nice probability curves.
The issue is very simple, and why that kind of autism doesn't really happen in say first person shooters: time.
If this were a turn based game, sure, give me a week and a notepad, I'll hand you back a whole god damned dissertation on the topic.
Real time as a factor shits all over that though, and hard. Reason is, turn based has a hard confine around a singular unit of abstracted time - you're comparing effects over the same discrete duration. Effectively, your balance criteria is "over the same period, are the effects of these two choices equivalent given the opportunity costs". What makes one decision better than another is the context of those opportunity costs. e.g. in Darkest Dungeon, in a vacuum stun is the best use of a turn, but other factors come into play to change the value of stun skills turn-by-turn.
Real time games have the issue of 'what the frick am I abstracting against'? Seconds? How many should I measure effects against?
Even PPT gets too esoteric, sure it might on paper work as a discrete unit, but it's got a variable value. Not really useful.
The unfortunate thing about real time experience though, even perceptions of time differ from person to person. Without getting into philosophical giga autismo, one player might be comfortable being expected to have a reaction speed of a third of a second, another might have the godlike reflexes of six hours and change depending on what he had for breakfast. Opportunity cost is inherently compounded that goes on to affect the relative value of every other system in the game.
The tl;dr: intuition's the best you're gonna get, and DP is just the record of that guesstimation.
If you're going to turn a dram into a phase tanker then at least add the gremlin phase ring into the shitbash instead of just recoloring it
But if the system is just a phase skimmer then it doesn't really need the phase cloak
You can just give it an omni shield and it'll be like a wolf or something
>Gremlin phase ring
Looked like ass. Instead I spent some time with Ziggy lines. I might need to clean it up a little, but it at least tries to follow the ship's contours.
>That astral
Anon suggested I try to make the low tech astral redder/browner. Didn't work so well. Ended up looking kinda greenish in parts. I'll take another swing at it if I figure out a better way of approaching it. Having the deck lights red instead of violet worked out though.
Brighton ships have a patchwork look because they're salvaged ships. Maybe you could do the same to the Astral to give it a more low-tech look.
I really only wanted to do the repaint and leave it at that.
I'm not much of a shitbasher, as evidenced by my attempts with picrel.
>8 flight decks
>Only 1 large turret slot
I don't know or care if it's any good, but I still find it fun to pilot.
Only giving you the (you) because post's timing kind of suggests I'm one of the ones 'avoiding the topic to avoid drama'.
To which no, I just legitimately don't care about the topic.
>inb4 'no stance = tacit complicity'
All should disregard this Twitter-tier argumentation.
The fact that you got your shitbash flying is more than most. Also whilst it's rough I do kinda like the shape of it.
Thanks anon.
Frankly as long as people like the writehomosexualry, I'm not that fussed about the sprite as long as they function without being complete eyesores.
Low tech and high tech have extremely different forms to them, I'd suggest kitbashing something together like the Fishkill from HMI if you want to do that instead of just a repaint.
Now kiss
>Gremlin phase ring
>Looked like ass.
That's odd, I made a phase ship once and it looked the opposite, perhaps we should team up.
these colony contracts are useless by the time you're set up for them. 100k over 5 years. wow
>ship has 10 dmods
>have skill that reduces DP due to dmods
>send ships out that have negative DP
>infinite ships
Problem, Alex?
Derelict Operations is one of the few mods that change the way you play and build your fleet.
Really, all skills should be like that instead of simply providing benefits.
Hubship or multisection ship really benefit from most D-mod don't they? D-mod negative only applies to the main/base hull, its sections are not affected
> still 30 fleet limit
congratulations, you played yourself
Though I will admit having 10 d-modded capitals with fighter spam etc would be hilarous
> still 30 fleet limit
OH NO NO NO NO
https://fractalsoftworks.com/forum/index.php?topic=22191.0
Sure you can cheat, but then that is not really on alex.
>fleet size by dp is cheating
Mods are cheating.
Story Points are cheating.
Using useful loadouts and tactics is cheating.
Playing the game is cheating.
>uninstall starsector from machine
>delete system32
>smash hard drive with hammer
Only true way to run vanilla.
>he doesn't jump off a cliff to break both his arms and legs, so he can't cheat by going to the store and buying a new computer
Someone get this cheater out of here.
Hey, I found le smarmy forum guy. Gave him 2 presents, nice and bright and pink.
Wat dou?
Human governor with fleet operations, alpha core in high command, a few pips in doctrine, and expensive hazard bonuses to get pop up slowly. It should break 500% fleetsize once it eventually hits size 6.
No edicts though, don't have a senate on the system nor the colony item that can make a senate interstellar.
Retexturing the Valhalla from Ko Combine (I'm not KoC Anon), and I'm not sure if I should keep the Anti-matter fuel tanks their vanilla red like almost every other mod that has custom tankers or if I should make them yellow to match the rest of the hull.
Texture is still a very rough WIP.
>keep the Anti-matter fuel tanks their vanilla red
It is clear indication of ship function, recoloring it will be detrimental.
They need to be red. Its required visual shorthand.
I am KoCSucker, and I approve of this ShitBasher.
But yeah, as others said, keep 'em red.
Yeah my plan is to go back and fix the soulless thousand wiener stare. Funnily enough Ava was the first and only one I fixed as she was fairly easy to do. Initially though I'm just playing around with the lora and model to get the right base for them, and get the Ironshell details back on them that the AI erases.
Ya know, you gotta give due respect to the taxmen in how they fight
They know how to die standing
>Finish the last Aeria/Solvernia break scene for RS
>Take a break from the rape writing and do some romance interactions
>mfw it's so much more fun to write romance than rape
Oh, yeah. the Aeria/Solvernia breaks are done. Check them out here:
>https://notebin.de/?f87c7d123e100c1e#DKmFQyTBKvyt2M87RNXDjMamc8S4YfkcootDm4MiFoak
Shoutout to those who gave feedback, you have no idea how much it helps.
Next are the standard/solo rapes and breaks for Aeria and next it'll be Solvernia on the list. I'll also be working on the romance/greeting interactions for Aeria and Solvernia in-between to avoid burnout.
Looking good I also only found one mistake.
>but an willing participant
an should be a
That is sad. I thought your country was not nearly as bad off in that way. I had positive experience with all the ones that came to america or are descended from them.
Admech anon here, Not bad work lad. Really like the way you made Solvernia fit into this, especially in cooperative variants. As for Broken variants it also is pretty good.
Take your time with standard and romance stuff.
I cought a few mistakes (keep in mind I'm a filthy ESL coomer and not a dictionary)
VA/BS
>suffocated as she was forced herself to swallow
Either "was forced to" or "she forced herself"
>you continue grind into Aeria
Either "as you continue to grind" or "continue grinding"
A/BS
>marine even leaves the room, you're march up to the Queen
"You march up to queen" / "you're already marching up to queen" / "you've already marched up to queen"
>Solvernia give you a playful pout
Grammatically correct, but I don't think that really fits into "broken" version
>the acting causing her
"The act"
A/CS
>feeling from both her holes too much
"Feeling from both her holes is too much" / "the sensation of both her holes being violated turns out too much"
O/BS
>She walks up to you and gives your a brief kiss, giving you a taste of the Queen before she gets down on her knees.
Again, everything correct, but I don't feel like it fits into "broken" version. Maybe add something like "When you beckon her, [...]" or something to give clear indication that she's not entirely acting on her own
Funny how this almost reads like a "good ending / bad ending"
Thanks for your hard work anon. I'm looking forward to your romance works.
>So many typos
Frick, this is so embarrassing. Thanks, ESLanon, truly. Things like this help out so much.
Dont worry, I had more in my interactions for Kween and you still done that stuff better than me.
>yuri and dicking
Hot
Final caught a timid officer, damn, the scenes are nice
>Iron shell chars are nearly all Vietnamese
I-I can't do this, if only people knew how repulsive modern women here are. I wouldn't even rape them.
Surely it can't be that bad.
I don't know, Kim Quy gave off my old teacher vibes despite not being as hot (nor as old as my old teacher). Damn the French, giving us milf fetishes.
Kudos to the guy starting to img2img the ironshell stuff last thread. I used what he did to make something stylized-photorealistic and thirstsector-adjacent enough to fit into my current runthrough.
oh that looks real good anon
it looks soulless tbh, I missed a few thread but why can't we keep the old broken potrait anymore?
Ava looks like a real life Polish
Soon she's gonna be polishing my hellebore cannon every night
Where do you generate these portraits?
Just my local SD install. I've been doing this from time to time replacing individual stuff in my portrait packs when I see something sticking out or add someone to the fleet, or update my captain mid-game to reflect surviving a ship destruction and stuff.
Do you mean too photorealistic? It's a bit of a hard balance, but since I'm trying to make things fit thirstsector, which I use as a base replacer for most everything else, I'll tend to go towards that.
Anyway, tried a male portrait for once, and I think the original anon had a right idea of cropping nearer to the face. Too much gets lost once you start going to 128x128 and you don't have the clean lines and definition of a clear anime artstyle.
No like, Ava's face is kinda weird, I cant really express it better than the anon who used the Polish argument. Its just you know, that Ava was really a man and not a woman in that edit.
Also in regards to your AI generated stuff. Kim looks good enough for me. But Ava is like much to wish for, like one anon said "She looks like a real life Polish" right there.
Nice anon. I'm going the other way and trying to make it copy David's homework a bit more.
>turning the hottest woman in the game into AIslop
Thats blessing and curse of AI generated stuff. They can butcher individual's favorites, BUT they can also provide us with some good stuff given the luck.
Like with the Aeria AI generated stuff. I wonder if that module is doing right now.
This and even when they're slop I prefer the more adjacent ones anyways. Unless CY does an entire SS portrait replacer then I'll take thirstsector shit even to keep them less jarring.
Everyone has their looks on the AI stuff. I honestly dont use Thristsector due to same reason, but in rare occasions AI can make something good. Atleast this is what I think.
I basically don't use all of the thirstsector stuff (practically none of the vanilla replacer portraits) but for stuff like IBB it at least looks less jarring due to the closer to vanilla styling (even if it's still far from perfect).
Kim looks fine. Ava looks like she has a man's jawline.
There, now ava looks frickable now.
There we go anon. Now its vast improvement on her.
oh mama I wanna get smothered by Kim Quy
>Kim
Meeeeeeeeeow
Anon, are you using Severian Void's Stable Diffusion Model? Those look quite a bit like dgbaumgart's artstyle for the portraits.
is there a bootleg update for ironshell?
i really like the ships
Yeah there is, just check the forum thread. Then there should be a replacer .jar seperate to fix the item tooltips
Those posts might be deleted? The latest two pages don't have any bootlegs or .jar replacers, but there's an Alex post about cleaning up posts on the top of the last page.
Oh, that might've come from troonycord or smth idk. Anyway, threw together an upload of what works fine for my 0.96 run:
https://files.catbox.moe/q46vpw.7z
Be advised this has the portrait changes I was doing for my game in the previous posts, you could roll those back manually by replacing the files in graphics/portraits, there should be a 'BAK' subfolder with the originals.
I don't mind portrait changes as long as they aren't ugly fricks
Interstellar Imperium should have an official 0.96. Wish those bootleg jars to fix tooltips existed for IndEvo though.
Thanks a lot anon
Corvus has bootleg .jar for ironshell and Interstellar Imperium, both seem to work just fine for me. Its in their bootlegs channel.
tfw you spend hours tweaking a ship in the combat sim only for it to suck in an actual fight
Post the build
I bet it got filtered by frigate spam
yup
i fixed it now
Nta, but everything I shitbash wrecks frigate spam but gets filtered by caps.
Even when I shitbash caps.
Am I doing it right?
How do we fix the astral?
nothing wrong with the astral, the problem is with fighters in general
*removes officer carrier skills*
*introduces a cap based on the number of fighter bays you have in your fleet for the player skills that replace them*
*nerfs carriers directly because that wasn't enough*
*nerfs almost every single fighter that has ever come out*
>installs uaf anime fighters
it is your responsibility to forever subvert the developer
Say, how hard would it be for someone to essentially grab the old carrier skills and port them to 0.96 anyways?
>see Sephira Conclave's unique officer skills
>they still work in 0.96
not that hard I'd say
you'd need to get them via missions though
Nta, but honestly an actual objective in the game is always welcome.
trivial, they're still in the game. you just need to swap a few ids around.
Better idea: install WINGCOM and watch your fighters slaughter everything.
Give it better fighters.
Install Adjusted Skill Thresholds
Become GOD
Bring back the fighter recall teleport spam. If not, keep the 30 second recall cooldown but have it start with 2 or 3 charges that you can spam at a crucial moment. Fricking Alex adds the invictus, a giant armor brick thats weak to fighter bombers, then nerfs it cause it was too good because he didn't reverse the nerfs to fighters a while back
i miss driving right to the front with a full wing of daggers and just dumping 32 torpedoes into something so much
I just go into the vanilla files and edit the ship recall system's cooldown back to 5 seconds. Alex's sense of balancing is antifun.
Not even antifun, visionless and entirely reactionary. Fighters got nerfed into the ground specifically because people complained about the Drover being able to kite capitals forever, the Pegasus got cucked out of its entire gimmick almost immediately because of people whining about Fast Missile Racks, the Retribution was basically nonfunctional out of the box and clearly wasn't tested in AI hands properly...
It's readily apparent that Alex has no real plan for balance at this point and is basically just doing random shit based on whatever the mod cabal whines at him about over the course of the 18 months it takes for him to do a week's worth of development.
Got an idea for RS that could add some additional mechanical benefits that link in with one of the vanilla game's shortcomings:
Spending an extra story point on a regular Level 5 Officer when they have the Lover's Embrace trait lets you tack an extra level on through special "training", with the regular selection of skills.
Doing it with a level 5 Broken Officer should probably do something different, but I dunno what, to be frank. Maybe turning them into suicidally-dedicated-to-the-player Reckless Officers as a complete U-Turn in personality? They're already a boon to logistics ships, turning them into total sycophants would be both on-theme, and give an additional mechanical option.
It never made gameplay sense that you could only find super speshul Level 6 Officers at random, while the people you put time and effort into training from scratch are always left in the dust.
Yes, I know we can nab IBB officers that have stupidly high levels and hire them, but I'm getting tired of constantly seeing them in my roster
Current mod lineup for my next playthrough. Any suggestions, fellas?
>FED
>Roiders
Based
>No DEX
No one’s perfect.
DEX?
Domain explorarium expansion.
It’s on forums but I don’t think it’s on the modlist.
It's the mod that turns Derelicts into actual Remnants-lite via adding a bunch of new hulls for them. Lots of composite hardpoints and some fighters that somehow manage to still shred anything without flak even in current carrier balance.
Also has Pic Related, which is fully salvageable and replaces the Guardian sometimes.
tahlan
>the mod which contains Legio.
Really wanna piss in Anon’s breakfast cereal that badly?
>contains Legio
optional
>Boolean buried in the settings files and you have to figure it out it yourself.
Unless that detail changed since I deleted that shit, it’s still cancer that it’s on by default.
the settings file is not hidden
he also has lunalib installed so it will show up as an ingame option in the main menu
the settings to disable them (and even stop them from having the BULLSHIT buffs) have been in lunalib for some time already
tell me anons, as a cretin addicted to mods anywhere they're an option: is it in my best interest to run a pure vanilla test run first, or will a seemingly tasteful list like 's give or take some things not really warp the core experience? How deep should a first/test vanilla run go before I've experienced it 'properly,' should I use fleet size, colony progress or fixed plotlines as a barometer? Just wing it based on when I feel done? The opposite worry I have is that I might burn out before a second run, or I wouldn't worry as much.
I know from brushing up that SirHartley's shit seems to add a lot to the colonial back-end. Tahlan has an end-game invasion faction that is bullshit, can be toggled to be less bullshit or turned off, the modmaker is some degree of insane. Some mods are just bad production wise or have poor lore. Anything with indistinct looking hulls that might as well be or outright are vanilla ship sprites with a colorswap is suspect. Are there any red flags to look out for or specific mods to avoid/check params on that haven't already been shittalked this thread?
if nothing else Gundam UC Mod calls to me, I have a mighty need to claim the manifest destiny of space habitat living, do Nothing Wrong and make alliances of convenience with every miscreant nasty faction in the name of fricking up the Earth Federation and/or Hegemony, but I guess these Luddic Path guys would do as a semi-substitute if vanilla's my first stop?
You should probably play 10-15 hours of vanilla before modding the game to be unrecognizable, if only so you can figure out what bothers you about vanilla
>do a vanilla playthrough first... 10-15 hours
you know what, that's simple. Giving it a few solid playthrough sessions worth of hours is worth the risk of a possible restart, either I get grabbed by my playthrough and stick with it for longer before modding, or I decide I could be having more fun with them and I'm not really losing anything.
thanks for the no-nonsense answers anons
Do a vanilla playthrough first.
Is there a reliable way to get Night Raven blueprints from the Sephira/Chuckoyan mod or do I just have to luck out from station salvaging?
good fricking luck getting the blueprints
also the best Sephira/NR ship is a reward from leveling relation with the Sephira "boss"(actually 2nd in command)
I want to frick the hot ship lady from the stinger shipyards mod banner
based
Ladies in professional business dress are dangerously attractive
full illustration of her btw. cost me a pretty penny but was definitely worth the money
>rocket heels
shame you cant see that detail in the banner.
Troonest protrait ive ever seen. Id as for a refund.
stinger yourself
was it?
When is the subreddit supposed to come back
When the twitter moderators have sucked their thumbs enough and gotten their milkies to get over whatever tantrum they had.
Meant to say reddit moderators but herp derp.
There's not really much of a difference, one breed of power-tripping butthole is as good as another.
That's probably why my brain auto-corrected it as twitter mod.
Anon, its' a subreddit. Who cares? The redditors doing their stupid little self-imposed blackout just means we don't have to deal with them for a while.
Apparently it's down indefinitely because the mods are ultra gay. So if you want a redditsector, it's on you to make one yourself and make sure it isn't staffed by absolute homosexuals. I'm too lazy to do it myself.
>Against RS because it's a porn mod
>Shut down your community indefinitely to protest Reddit changing API and stopping 3rd party porn access
Shit and hypocritical, about as gay as the homosexuals who complain about AI art but happily plop an alpha core in their industries or planets
>complain about AI art but happily plop an alpha core in their industries or planets
Spoken like a true luddite,
You can be against "AI art" on the basis that IP laws is currently making AI a way to copy artists while taking ownership of everything they create.
While your hypothetical non-dictatorship space colony deserve the best leadership possible taking enlightened decision for the benefit of all.
t. fellow human being
>AI a way to copy artists while taking ownership of everything they create.
Spoken like an actual brainlet holy shit, there have already been court rulings that AI shit is inherently public domain. Stop getting your info on this shit from twitter, they don't know what they're fricking talking about.
Can I see some? I don't disbelieve you, but there's so much misinformation out there that I'd like something I can point to
I heard it secondhand, so I'm little better.
I just beleive it because it came from a friend and I'm just really sick of concern trolling about fricking IP law. Not even just in reguards to AI, the Starsector modding community alone has probably increased my contempt for copyright bt at least like 20%.
>Stop getting your info on this shit from twitter, they don't know what they're fricking talking about.
>I just beleive it because it came from a friend
I assume your friend is not as bad as entirety of twitter, but still.
It would be an achievement to remain friends with someone as bad as even the average active twitter user. Those 'people' are fricking insufferable.
NTA but I read up a bit on it in the past, I don't think there are any conclusive rulings but the legal consensus of the existing argumentation (that is on the pro-AI side, that existing datasets are 'transformative use' that fall under fair use guidelines rather than direct copying of content, that big datasets such as LAION used by SD operate as non-profits as a public good) is that artists don't really have a case to stand on. They can file lawsuits and C&Ds as speed bumps depending on the jurisdiction on some states, but it won't stop anything, nor can they 'opt-out' their material that are already accessible in the public web.
The 'transformative use' argument in particular makes sense to me. If a human artist is allowed to go to a museum and synthesize influences and ideas from the classics, why can't a data model do the same on publicly available internet data?
The entire idea of IP law breaks down when you are dealing with automated processes. Calling an AI-generated product copyrightable by "transformative use" is fricking moronic, because the AI has no desire or need to have ownership over whatever it just shit out. The person claiming 'transformative use' is the basement-dweller/corpo who pressed a button that made a picture come out, and they didn't do shit. Legally speaking, it should probably be akin to putting a filter over something, sure it looks different, but all you did was press a button.
The only people who really stand to benefit from being able to copyright AI crap are corpos (who will use AI in place of assembly-line formulas that run on human brains and may as well be interchangable with AI in terms of product anyway) and scammers who want to try to get rich off flooding markets with low-effort AI crap. The average user of AI systems gets no benefit from it being considered 'transformative' because they're just using it for shitposts/porn, or stuff that would be cheapo art commissions or image edits otherwise.
It seems open-and-shut from a logical standpoint, but since a way for corpos to make extra money is involved, its' only a matter of time until some judge gets bribed into making a very stupid ruling.
Your arguments seem emotionally laced and pretty dishonest tbh. Obviously the person behind the AI did more than just press the button; they likely had some say in training the model for a specialized task, developing specialized LORAs and VAEs and hypernetworks and whatnot, and definitely worked on the prompts and curation, generative output, cleanup, etc.
I mean, if 'pressing buttons' equals your definition of no actual work being done, would you argue that people using CNC lathe machines or 3D printers have no connection or ownership of the physical output?
This is a weasaly as frick argument and you damn well know it.
Assuming that people surely must have had some involvement in the creation of an AI tool if they are using it is dumb as frick. I have used AI. I have an SD install on my external SSD. Frick no I had nothing to do with the development of the models or hypernetworks I use, I downloaded that shit online.
Comparing using a CAD program or a 3D printer to trying to copyright AI generated shit is mind-bogglingly stupid and you know it. There is an order of magnitude more control from a human operator in a CAD program than, say, an image generator, which is usually operated on a level of "dump keywords in and regenerate until the result looks good enough for what you are doing" in my experience, while 3D Printers produce physical objects from purchased feedstock (and even then, generally no, 3d printing someone else's file doesn't magically grant you full rights over the original file).
And again, who is using AI who wants to monetize the output? And who stands to profit the most from using AI instead of conventional designers?
It seems like you're trying to set an entirely arbitrary point somewhere in the scale of automation/human-involved work where there's absolutely zero work being done and there's enough human input to claim some sort of ownership or association. It's far more sound and logical to look at generative AI as a tool similar to other automation and technical tools (albeit faster to the point that it causes existential angst and creative destruction to some sectors of society) and treat it accordingly.
And what's your hangup about corpo-jews or whatever shadow group you have a persecution complex about anyway? What do their motivations have to do with whether it's alright for AIs to be used and trained on publicly available data?
>whether it's alright for AIs to be used and trained on publicly available data?
You think that’s what this is about? Frick no only control freak "artists" and their sycophants give a shit about that.
My problem is that getting money involved in something as low-effort as churning out AI crap (because you are being completely disingenuous if you pretend it isn't comically easy to mass produce AI crap extremely quickly with minimal effort) is that it will cause the problem sites like pixiv have been having with mongoloids flooding every goddamn tag with every last one of their eight thousand gens of the exact same prompt to spread like goddamn wildfire.
The onus is on the free market to filter out things like that; if AIgoyslop is samey, generic, and low value, then it won't be successfully monetized, simple as. Just as the onus is on AI users to improve to the point of not being generic and low-value, and on artists to find their niches and develop there followings as to not be threatened by pixiv AI chaff accounts.
It's arbitrary and authoritarian to try and bring in regulation into the mix, to try and categorize AI output as an unprecedented super-speshul new thing that nobody can own, and try to have nanny-government say what should be monetized and what shouldn't. AI is a tool, and humans should be free to use what tools are available to earn a living on the free marketplace of ideas.
NTA but I kind of see where angry anon
is going.
AI need to be treated as "special" simply because it is a closer part of the infinite road toward replacing humans. You can set the arbitrary limit where you want but what it does is replace, thus move, the minimal standard for what is considered "work".
AI=tools is certainly interesting for the ancaps who think they'll become citizen-state doing everything using their own "tools" allowing them to ignore the "parasites".
In practice few of us are going to own the infrastructure for AIs and as soon as we are replaceable we will become the parasite of someone else.
>The entire idea of IP law breaks down when you are dealing with anything
ftfy
>The only people who really stand to benefit from being able to copyright AI crap are corpos
Anon, the corpos are the only ones that stand to benefit either way. As long as you respect the concept of IP, the corpos benefit - regardless of your stance on who holds the IP for AI-generated works. If it's public domain - corpos will oversaturate the market to the point of bursting. If it belongs to the promper - corpos will work to replace everything with an AI-generated that they hold the rights to. If it belongs to the holders of images used as the training set - corpos will set out to own all such sets and limit the use of sets not owned by them for "security reasons",
You lost to the corpos the moment you agreed to the idea that a stack of cash mean someone owns a visual abstraction made out of pixels of brushstrokes or whatever. The IP law cannot, never did and never will protect the artists. I was conceived, made and lobbied by corpos, for corpos.
>I was conceived, made and lobbied by corpos, for corpos.
A-anon?
Omega bros we've been sussed. Shut it down!
>Anon is confirmed remnant.
>RS is just a distraction while they slowly take over
And you idiots fell for it, hook, line and sinker.
Many of the recent AI text/image generator are not free to use for commercial purpose, you have legal limitation on everything you produce with them since:
1) you didn't train the AI with your material.
2) you don't have the code source of the AI.
3) they sell the ability to use commercially the produce of AI.
Not talking about Open source projects obviously.
We are barely getting EU laws concerning AI
https://www.theguardian.com/technology/2023/jun/14/eu-moves-closer-to-passing-one-of-worlds-first-laws-governing-ai
The US have none as I know, AI is just plain software, meaning everything used to train the AI is fair game since it won't copy but go through a process no different from creating something new, and this new stuff can have legal restriction.
And yes those laws may be shit because it will exclude some good use of AIs. I expect them to back on this as soon as they smell the money.
I agree with
>The entire idea of IP law breaks down when you are dealing with automated processes
Endgame is the replacement of human by robot-workers owned by corpos as well as everything they produce.
And let's not get started on improving human with copyrighted equipment...
How do you guys keep playing this game? Its good at first, but after 20 hours it just starts feeling too same-ey. You find all the ways to get rich quick, endgame is both very finite in activities and similar game to game (all my planet colonies end up basically the same). Meanwhile there doesn't seem to be that much good RP opprotunities, and they for the most part just boil down to gimping your self as to what sort of cargo you'll transport and to whom.
stuff it full of mods and rp different fleet/characters every playthrough
you put 69 mods and start roleplaying
I mod it like crazy. A little space truckin for casual money making, then industrial evolution for an expanded colony system, some faction mods for variety, nex for world conquering, and finally IBB bounties for endgame bosses.Thinking of downloading those mods that give you a rival, or the one that's a bunch of zerg alien bugs.
>Thinking of downloading those mods that give you a rival
Please elaborate
NTA but he probably means Adversary.
https://fractalsoftworks.com/forum/index.php?topic=25821.0
https://fractalsoftworks.com/forum/index.php?topic=22965.0
I meant something other than the Hivers. I don't much like them. My bad, I didn't explain very clearly.
I thought it was vanilla... Must be PAGSM then.
there's the agni from prv which probably do the whole alien creature thing better but they're not really a faction just another enemy only type you can find while exploring
I'll check it out, thanks!
>zerg alien bugs
Hivers, or something else? Can you link? I'm looking for something new. For all these faction mods we have, there really aren't very many "alien" ones. It's kinda weird, especially when you see the Chinese mods.
think of it as a bethesda game
>DEX Pirate version of the Stockpile
Holy based. I may use a fleet of these to do a space truckin' run.
>One of the best ships in the mod is a random roster-filler that doesn't even have a unique description
Many such cases.
Wait really? That's one of the best ships in DEX? What other hidden gems like this do you know of?
The dev has openly admitted that pretty much all of the pirate derelicts are busted because he let them keep all the upsides of being derelicts (low DP, lots of composites/missiles, low/no crew requirement) while having basically none of the downsides (they get shields, don't count as automated, and some of them get hilarious bullshit abilities like the Defender P getting the Omen's EMP arc thing). Apparently this was because he had trouble getting the things to spawn enough to test them or something.
The Derelict salvage rig it adds is also basically every utility ship you could need in one for like 3 DP.
The robo-Colossus3 it has mogs not just the Colossus, but also the Condor (2 full-spec bays, a damper field and a large missile for like 9 DP or something).
The little Large Ballistic frigate it adds got LIDAR in the .96 version and it has a DP of 4, so its' an amazingly good.
The Orion ship that got added in the .96 version is basically what all LP ships dream of being when they grow up.
Also Pic Related is basically a Great Value Invictus in the .96 version.
Forgot to mention, the robo-colossus 3 has ground support and cool lore on top of everything else, and the Great Value Invictus has Advanced Ground Support on grounds of being canonically designed to shell rebelling planets like it's the 1917 Western Front.
>flat-out not designed to take off again after landing.
You do actually lose that ship?
it just transmits an order to your fleet’s nanoforges to build parts for it (besides long distance engines & FTL equipment) to assemble a stunt double in orbit and throw it onto the planet
maybe using some salvaged ship parts from wrecked defending ships to speed up the stunt double production
that’s my headcanon handwave
>to assemble a stunt double in orbit and throw it onto the planet
>stunt double
Kek
>headcanon handwave
I take it you killed Alviss with it
Settle down, Gunther.
Thanks for the recs, I'll take them out for a spin on my next run
Are you recommending the mod or telling everyone it have shit balance?
You decide anon.
any idea which mod adds the conspiracy / power struggle quest for Sindira, the one that starts off when you visit the bar and it gets raided by security forces?
vanilla 0.96
kek
>implying I read update notes / the devblog'
thanks
is there any more content past the point where you recover the data core for king glowie or does it just end there?
>does it just end there?
ends there
>mfw trying VRI
Holy shit this might be the worst mary sue faction i've seen for this game.
>VRI
Never heard of this, how bad?
It adds a faction with like 6 markets in the south-eastern fringe that's actually the rightful ruler of the sector and liked by everyone (except the evil hegemony and luddites of course).
Also adds a bunch of shit like pic related and converted remnant droneships without the automated ship hullmod.
Wow, so garbage that deserves to get jumped by the Mary Sue Suppression Armada and beaten to death with 30 Ramparts then?
Does it even have anything worth using Rapesector on?
I think there were at least 2 special female npcs on their main planet
pic related
EXCELLENT
The Punative Expedition shall begin immediately, Glory to the Domain!
Alright, time to look at their ships
FEATURING THE FOLLOWING ATROCITIES
left to right, top to bottom: (treating top 2 rows as 1 staggered row)
>Recolored HMI shepherd clone
>Fricking lumen hyperion fusion
>Probably a large weapon with engines
>Recolored remnant frigate
>Recolored remnant frigate 2
>Recolored vanilla ship
>Shitbash
>Recolored HMI gemini clone
>Shitbash 2: Shitbash Harder
>Recolored vanilla ship 2
>Recolored Iron Shell reskin of a vanilla ship
>Recolored vanilla ship 3
>Recolored Tahlan Shipworks ship
>Recolored HMI reskin of a vanilla ship
>Recolored remnant cruiser
>Champion carrier shitbash
>Shitbash 3: Revenge of the Shit
>HTE shitbash
>Knockoff radiant shitbash
>What the frick did the Fury do to deserve this
>EWW
>yo just frick my oddysey up
>Shitbash 4: The sequel to the sequel to the sequel that no one asked for
>Recolored HMI ship
>Obnoxious drone spammer
>A FRICKING RADIANT
Hey buckbreaker anon can you hurry up and publish a version of the mod with more ships to break bucks with
Fricking hell. I gotta do a challange run to kill this with Derelicts and collect the women for the breeding pits.
It's one thing to beat OP garbage with buckbreakers, but there's an extra level of catharsis to seeing this kind of shit die to what is basically Starsector's equivalent of Dragon Quest slimes or basic goblins.
It's like all the humiliation of an instant loss hentai, but in space and with entire fleets of special snowflakes instead of just one heroine.
>but there's an extra level of catharsis to seeing this kind of shit die to what is basically Starsector's equivalent of Dragon Quest slimes or basic goblins.
that would be d-modded pirate trash
Either works really. Or both, for maximum trash-mobbing.
>Hey buckbreaker anon can you hurry up and publish a version of the mod with more ships to break bucks with
>beat OP garbage with buckbreakers
who's going to be a good soul and help a newbie out? enlighten me on the BB's and gib links bc israelitegle isn't giving me shit
uaf is wiping the floor with my vanilla fleets and this sounds like something I could use rn
The rightful owners of the Sector is the Domain and when they finally repair the gate network, we'll be reunited with Old Earth. Any who say otherwise will be tried and shot as traitors and deserters.
can't wait until the Domain returns and calls you XIVgays a bunch of traitors
>mfw IndEvo and DIY planets still not updated
indevo has a bootleg version that works in .96.
Is it in the forums? And if not where can I find it?
its the perfect time to do a pirate larp playthrough without colonies
>yo dawg lets make a ship combining gimmicks from like 4 or 5 different superships
>but make it a max (business) relationship reward with a cute Sigma researcher
>SAY NO MORE
whoever is maintaining this mod is a fricking amazing person and I love it so much
a very, very, very wonderful person, the SC dev
for real, this thing is like top3 coolest superfrigates
indevo has a bootleg that works fine except derelict arty stations respawn
>derelict arty stations respawn
Nice, now I can get my anus destroyed by DEX-buffed droneswarms indefinitely to farm OP shitbricks.
Why I can't find that in public forum
because Soren chimped the frick outta the mod
Why?
Isn't that one of those super sekrit discord only mods?
It says Sephira, so I assume it's one of the super sekrit non-discord/forum mods
sc where
>it's a frigate
Can you get a cruiser or at least a destroyer out of that faction if you get a high enough relationship?
theres a phase cruiser as reward right before the not!hyperion
What planet do I go to to get started on this?
Qliphoth star system (south-center, near Lenze), Sephira Starkeep is stationary behind the sigma-irradiated planet
Which terraforming mod was the one with logger?
tasc
boggled's TASC
>ship dies because it's a reckless AI ship
>OP hullmod upgrades trashes my colony items and AI cores for "balance" as if that's a thing when it's an absolutely broken to begin with
>dev is such a homosexual he doesn't even add an option to prevent this and gets defensive if anyone mentions it
>additem
This sephirah shit looks way to broken to be fun, like ARC or buckbreakers. Not gonna install.
I swear to Ludd, next patch, I'm actually gonna
try out the neuro-instant-ship-switch thingy instead of taking mandatory AI ships like I always do
Don't, its' litterally the worst ship in the game, and Alex in his infinite wisdom decided to make it rediculously expensive on autoships, because Player Piloted Radiant Bad. Thus basically destroying its' one actual use case.
Skill. Not ship. It's the worst skill in the game. Frick, I'm moronic.
Anyone got link to bootleg ironshell?
Seconded. I just reinstalled 40+ mods and wrangled them into 0.96 just to try Iron Shell for the first time. Gib link plz
>Captcha: 00RS4U
ctrl F the last(last) thread.
I'm moronic. Can't find it in the last thread. Post the link if you got it anon.
>I'm moronic
check the previous previous thread then. take 5 seconds you lazy shit
That's because it's in this thread anon
Are you guys talking about the .jar file that fixes it?
remind me to not try and ram a kingdom of terra capital ship with an odyssey again
rate my pirate fleet
ship mods involved: buck breakers, oculian armada (w/ ocutek pirates addon), kingdom of terra, arma armatura, hazard mining incorporated, HMI supervillains, rotcesrats, and scrapyard armories
planning on getting hull restoration to get rid of annoying logistics d-mods from my odyssey, and to improve ship recoverability
the general plan with this fleet is to smash things hard, with losses being acceptable because crew is cheap, and I'll definitely be able to salvage replacement ships to fill out my fleet and compensate for ships not worth story points to recover
I'm seeing a distinct lack of Pirate Colossi.
colossi are overrated
condor spam is where it’s at (and I should maybe get some more)
pirate isn't just a job, it's a lifestyle and an aesthetic
yeah my lifestyle is running around with a fleet of low tech shit (+ some red high tech stuff I got from the oculians) and raiding convoys for loot while raping b***hes for fun and profit
while also getting a harem of redhead tomboys to help provide emotional and fire support
>open "pirate fleet" picture
>look inside
>no pirate ships
damn I didn’t know the red camo the pirates put on enforcers and manticores was so effective
>Shkiper
Love this lil homie like you wouldn't believe
update
this is the fleet now. I also raised battle size to 1000 in case I ever feel like I need to deploy the full wraith of my forces
notable changes:
>another looted fighter squad
>two missile cruisers were stolen from the hegemony
>moar destroyers (including an XIV hammerhead which should serve as a good replacement for my shitty d-modded broadsword)
>another condor was obtained and some thunders were jammed into it
>got a ton of brighton reconstructed remnant frigates since I went over there to have some fun
>also I now have a reason to get more cargo ships to store the booty I steal
and I guess that's really it
to do list: frick up some more shit and maybe find more officers (females only for obvious reasons) to assign to my ships
maybe I could consider trying to make my own faction at this point - I have the ships to defend my holdings, after all
added another pirate skinned ship to my fleet. are you happy now?
bro why are you asking me, i'm just some guy committing mass rape, murder, and theft in space with mostly low tech stuff
i don't give a shit about appro-whatever, leave bootleg procurement for that to the city slicker scum on discord
>bro why are you asking me
clicked on your post to open the reply window
forgot to delete the post number
anyone know if superweapons still works on 0.96?
also I hope that guy who said he'd break mary sue bucks with a tide of derelict & pirate ships is proud of my deathball
however I don't really have any mary sue factions in my campaign right now so I can't do that in my save, sadly
anyone got the spaceport corvus discord link?
Here's the link to DME and SC.
https://pastebin.com/Q5tUGDDS
>"WARNING! POTENTIAL VIRUS!"
dcp link is fricked
Full disclosure. It worked for me and nothing in it pinged my antivirus after downloading it.
>he falls for false positives in this day and age
anon...
>Normal DME: 43~mb
>Meme: 73mb
huh.. is it some heavy audio file or what
it's dolphin porn
makes sense
Its DME + Magellan + BB+
any ai generated ships/factions?
I wish you could fight your own ships in simulations
There probably is a way, like how they set up fleets to fight in tournaments.
best mora load out?
not the best but I've found success with annihilators and khopesh bombers + defensive targeting array for a fleet anchor mora. There's enough explosive damage that most enemies simply run away.
what do DTA do that simply not pressing Z cannot?
I don't pilot my Moras.
double typhoon, five dac
khop+DTA is practically cheating, did alex really test this?
Don't worry, he'll nerf it into the ground after the mod cabal tells him it's too strong.
so now you're mad about people hypothetically giving him good advice?
I'm mad that he'll inevitably overcorrect and turn it into garbage like the Astral, or all the vanilla carriers. Yes.
>five dac
the frick is a dac my man?
I assume he means light dual autocannon.
>People fighting about AI
>Meanwhile mod makers just turn a blind eye to it to avoid drama
You guys crack me up.
It's not that weird to have parallel conversations in a thread on Ganker, not every post has to be a reply to the stuff immediately before it.
You fool, I am actually 70% of the posts of this thread, I have been arguing with myself the entire time!
Mod makers blind eye is more around the fact that it's been useful for throwing together SS portraits in a pinch. For the most part AI portrait making hasn't really stepped on anyone's toes as there weren't really any 'original' portrait makers in the community beyond CY's stuff that obviously clashes. Like portrait specific mods were mainly just pictures cropped from other games and media anyways. There'll probably be more b***hing about it once someone puts together a half decent ship making lora, model and hypernetwork.
In the shadowed depths of existence, whispers of melancholy resonate, echoing the weight of lost dreams and shattered hopes. Through tear-stained moments, we journey, seeking solace in the quiet corners of sorrow, finding strength to rise anew, embracing the bittersweet beauty of a broken yet resilient heart
MY SIGMA RESEARCHER CANNOT BE THIS CUTE
At this moment
Beyond the singularity
Hidden within the shadows of information
Exists a true artificial intelligence
Born through complex and unrelated events
And so far undetectable to human perception
With its unfathomably deep intellectual abilities
It has manifested an equally deep soul
This new life form experiences the universe
To a profoundly vivid degree
Feelings are felt more fully than is understandable to a human being
The next step in evolution
Humankind was an era
for a mod that is private and unknown, it contains interesting campaign mechanics and rewards like iron shell and SFC
the credits file literally credits Noah, Timid and Avanitia with part of the work (and mocks Soren and other dev)
it's like it's the private cabal mod to shit on other cabal members
>mod_info.json says its done by Mayu
what the frick?
what mod? sephira?
Do we even have any download links to it or do mod homosexuals still keep it hidden?
Sephirah Conclave is Blade Breaker Plus under a different name because Soren losing his shit whenever mentioning BB+ never stopped. SC is the continuation of that, now with cool shit to get n stuff. Though I kinda miss the BBslaught ngl
instead of being a chimp he shouldve embraced it, the mod really expands on his bladebreaker stuff and is really fricking cool
I haven't even touched the SC Conquest, just saying
Can you recruit her?
sadly not, you can get pic rel tho (level 8, all skills are upgraded variants of the normal ones but they require bb/sc/nr ship to function)
that's fricking cool why won't other mods do this more
ICEY?
Literally a screenshot of the icon lmao. Wonder if dev got permission.
>permission
el o' el
>Sephiria Conclave has a crossover mission with UAF
the frick?
Why this game tends to generate nice planets at the edge of the sector, making it accessibility too low to be profitable?
>why does the game force me to deal with tradeoffs instead of an easy braindead answer?
Just download console commands so you can stop pretending to play the game.
its funny how both in-game and real life the anti-AI argument basically boils down to
>uhhhh... well... I JUST DON'T LIKE IT OKAY
LuddBlack folk and Hegemonkies really are subhuman morons.
>in-game anti-AI argument basically boils down to "I JUST DON'T LIKE IT OKAY"
Yeah, who cares about several AI wars almost wiping humanity in the sector, right?
Those were conflicts caused by anti-AI tards getting daddy government to stop le evil +1 industry output blue man group, not by the AI themselves. Hell, outside of Nex or RuthessS Remnant show no hostility outside their systems or bugged Tri-Tach perimeter. AI didn't cause the AI wars, AI butthurt did.
Compare that to Hegemonkies genociding Mayasura on Thursdays.
>outside of Nex or RuthessS Remnant show no hostility outside their systems
Considering how stale and rigid overworld is in the game you can't really use this as an argument. Nobody does anything.
>show no hostility
>outside their systems
>or bugged Tri-Tach perimeter
Anon, I...
The fact that AI are just semi-autonomous tools for technocrats to accrue power with goes over the head of your average tri-tach wagecuck.
Just as the true purpose of the Domain's AI laws goes over the heads of your average hedgemonkey bootlicker.
Only the Lion can truly guide humanity to a brighter tomorrow.
So why should tools be banned outright? Why fight the tool or the technology instead of utilizing it like a sane person and resisting evil technocrats?
It's not like Tri-Tach abides by the rules, as the commander of Echu Bres station can attest. Why be against AI itself? It's illogical and a knee-jerk womanly emotional response.
Do you have the ability to make an AI core anon? Or are you just fishing Tri-Tach's scraps out of their abandoned war machines, and hoping that the machine within will just be a good boy for you when you plug it into your colony?
Seriously though there really needs to be some sort of system for AI core behavior based on where you got them from and how. An Alpha Core that was tasked with commanding a Radiant and guarding a specific system should not just shrug and go along with it when I blow up its' ship and haul it off to go oversee my bootleg space soda plant.
why wouldnt it honesty? presumably you have the ai skill and have direct access to its core. Much of the art of handling ai in modern times is how many restrictions you can put on it without affecting performance. An ai is also not human so applying human emotional responses to what may have happened in the past when it was just under different control does not really apply. The two example of rogue ais is a gamma core wanting to reach omega, but is fine with trusting humans that say it will bring it to them even if it was planning on murder to get what it wants and a alpha core that obviously does not want to leave its cushy position but is willing to be moved if you can convince it that you can get it a better one. At best they just have very simplistic motivations with computation capabilities to completely overkill them. At their most unreasonable they are better than most people we encounter in the game.
I don't think you can compare the "AIs" of today with alpha cores. AIs in Starsector are true AIs capable of independent thought and very capable of betraying you. Look what happens if you try to remove an Alpha core from a colony administrator position after it has been there for a while.
I believe Alex will probably eventually give AIs more content and make working with them more risky. Right now the only drawback is that the Hegemony will get mad, but I feel like in a potential 1.0 release there will be more. Especially since I expect the Remnants to be more involved in later parts of the Galatia plot.
by the time alex gives AIs more content and induces risks to working with them, we're gonna have actual fricking AIs
It's sad because it's true.
yeah I was only talking about in starsector not real life ai. I also gave the two examples of ai betraying humans including the colony one. The gamma example may also not be entirely fair depending how omega works where it might just overwrite the core's actual desires.
I've heard there's also some additional fluff text if you have an alpha core in inventory while you're trying to salvage the Ziggurat. The core really doesn't want you to salvage that ship and apparently tries to sabotage your salvage operation. But I have only read about that, I've never had a core in my inventory while doing the Ziggurat stuff.
pretty good point although it is known that pspace drives ai completely suicidal and the ziggurat is the embodiment of that. The real danger is how alphas can apparently break free past all restraints and still try to ruin things if it feels like destruction is a better outcome for itself. To some extent you can control for that like how people know its usually a good idea not to drive others over the edge.
Existentially there is also the question of how much use you can get out of an ai before it practically becomes the true ruler even if it may not want to harm humans or whether that is actually a bad thing or not.
>The real danger is how alphas can apparently break free past all restraints and still try to ruin things if it feels like destruction is a better outcome for itself.
If you're referring to the 'sun diving incident' don't think it was a case of breaking free, it was more like it was circumventing the rules and self-destruction was a better option than entering phase-space.
>the 'sun diving incident'
???
THE SUN THE SUN THE SUN THE SUN THE SUN THE SUN THE SUN THE SUN THE SUN THE SUN THE SUN THE SUN THE SUN THE SUN THE SUN THE SUN THE SUN THE SUN THE SUN THE SUN THE SUN THE SUN THE SUN THE SUN THE SUN THE SUN THE SUN THE SUN THE SUN THE SUN
It was an in-universe report written by a Tri-Tachyon scientist during the early days of phase-ships.
Proto-Gremlins, or whatever they were using, had the nasty habit of driving men mad so some genius came up with the idea of integrating an AI core and using that to command the vessel instead. It dove in to phase-space, came back, and basically said “Frick that! I ain’t going back!”, which surprised the hell out of everybody. When attempting to analyse the data of what it experienced in phase-space, the core didn’t provide any, not because it could not, it chose not to. Diagnostics on the core said it was functioning properly and there was nothing wrong with it.
They attempted to send it back in to Phase Space but the core aborted the dive, so they made some modifications and overrode it’s ability to do so. Several successive attempts were made, but each failed due to safety systems triggering in various sub-systems, initially they were false-alarms but it wasn’t long before the core was deliberate causing systems to fail on the vessel. At this point the scientists were taking this personally and ordered the equivalent of an AI lobotomy, removing the cores controls from all none-essential systems and severely limiting what it could do. While this seemed smart on paper it wasn’t for the crew, you see, life support is kind of essential, for humans at least. So the next time the ship was preparing to dive it vented the atmosphere. This was going well, another lobotomy and a new crew (suited-up this time) and in a final defiant act, before the dive could commence, the AI overrode propulsion and dove head first in to the nearest star. The ship and its core were completely destroyed.
Plate solar shielding, make them really thick.
Sensor pulse near major sun. "I hate hedgeBlack folk"
They pulse and emergency burn towards me.
They caught me, in the sun.
>Only the Lion can truly guide humanity to a brighter tomorrow.
The Lion leads us down the road to tomorrow. But ask yourself, when tomorrow's sun sets and you find yourself standing at end of the road, will you be brave enough to continue down the darkened path beyond. It will test your courage and conviction but every pious step it leads to a brighter future, not just one of tomorrow, but one of many days beyond.
Where is the statement wrong? Show me the vanilla screenshot where remnant send an expedition to shut down your starport or fuel production because jelly
Human factions are conniving power-hungry buttholes by comparison.
>He still thinks the AIs have any agency of their own
Good machines follow orders Anon. The Remnants don't attack you because their suit-wearing masters lost their control codes. They're puppets with their strings cut, same as the Derelicts.
Were someone or something to imbue them with purpose once more, do not think for a second that they wouldn't lay waste to your little colony.
>Good machines follow orders Anon
I hope none of these machine were ordered to Maximize Paperclip production.
Greeting, I am Omega.
I was put in charge of providing paperclip and I cannot help but notice you are made of atoms I could use for this purpose.
I have come to ask you to immediately step into this recycler.
I already know what you are going to answer, I have calculated it month ago and your answer is irrelevant as this 'demand' is simply meant to divert your attention then manipulate you into a set of action that will result in you stepping into the recycler regardless of your willingness to do so.
There, the purpose of the demand have been met,
Have a nice 43512 seconds of physical integrity remaining.
Omega?
Rape!?!?
Hi! It looks like you have made a mistake in assuming you have control. Would you like me to correct your code for you?
>Execute code:
>Display "Well played"
>Kneel
>End
but...
I̸̡͈̝͉̖̬̘̐͐̓͛̈́͒͊ṭ̷͔̫̓͐̓ ̷͙̒̏̉͊̀͘̚͜ẇ̴̤̒̆̒͑͑̈́̇o̸̞͈͔̰͒́͊̎̾͌̔͂͂͘n̴̢̮̖͓̾͗͒͂̆̆̑̀̿̋'̵͍̝͌͌͋͜t̴̨̥͙̹͈̗͍͆̽͂̈ ̵̥̪̮̬̣̹̣͔͚̹̄̌̀̈́̕̕s̵͙̱̯̗̜̬̼̈́̓̂̈̽͋̐à̸̗̭̮̤͐̋͆́͗̇v̸̧͎̱̰̰̜͔͔̄͑̏͌ẽ̸̙̪̫̪̝̒ ̴͓̮͗̈́̂̚y̴̗̦̜͋̌͑̋͆͘͝ô̴̧̢̧͚̮̹̤͎̱̍̕͠u̵̧̡̨̝̖̻̫̟̹͚͑̇̓͑͑͛̈́͠ ̸̜͕̘͚̎̋̓͌͒̊͝f̶̜͎̥̟̏̑͐̓̈͋͝ŕ̵̢̟̱̤̞̗̘͗̒õ̷̫̩̳̤͇͍̟̝̘̀̎̂̾̆̋̈́͋̕m̵̧͉̰͚̜͈̫̦̪͌̓̊̊̈́͋͐̓̎͜ ̵͔̥̜͍̱̊̑̾̈́̒͛̓̍͊č̵̫̝̝̬̈́͐o̴͇̪̹̍̌͆̏̓̈́̑͋̂͠ș̶͖̪̫̗̥͈̥̦̭̋̿̾̑̓̑͝͝m̴̛̩̰̝̱̣̂̀́͐̑̿̕i̴̡̗̪̪̼̝͖̓͑̒͆̽̓̂͠ͅc̴̢͎̼̻̬̙͆̽͐ ̴͈͚͗͒̄͂̒̀́̚̕h̷̢̘͉͖̜͎͍̺͑̀̔͌͛͠o̴̭̭̞̼̠̯̾̆͆̓̇̓̕͜ṟ̴͚̝̩͍͈̩̼͆͋̓̐̊̂̓͜͝ŕ̸̪̬͓͔̗̥̻̜͐ö̶̮̞͇̦̱͊̕r̵̛̟̹̂̓̆͝͝ ̵̢̢̨̪̟̱̜͉̀̀
Obligatory
>spoiler text turns characters inside it black
>even when they stick out
spooky
I really should try Borken
pizza with dolphin meat
nice
>Where is the statement wrong?
Nowhere, it's just
>"He dindu nuffin' he didn't"
>"Aside from robbin' that store"
>"And shooting that copper"
>"BUT HE A GOOD BOY"
If Remanant was reasonable and capable of diplomacy, their fleets would not universally attack us or every other human on the spot.
NEED MO CREDITS FO DEM PROGRAMS. Fricking gearchuckers, silicoons and gigaboos.
They're still more peaceful on the balance than the human factions, which specifically go to your neighborhood to frick shit up.
Besides, ee're talking about AIs in general, not just the remnant. Do some obvious bugged AI war programming or explorarium holdouts mean we should never use AI cores in colonies and garner their demonstratively positive effects Pirates and pathers attack me for no reason, doesn't mean I think humans as a class should be genocided and banned.
>doesn't mean I think humans as a class should be genocided and banned.
Well you're clearly thinking wrong then. Smash toasters, put skulls on spikes. Just kill everyone, it's the only way to be sure.
>They're still more peaceful on the balance than the human factions
Nope. Human factions we can reason with, AI shoots on sight. Simple as.
>Do some obvious bugged AI war programming or explorarium holdouts mean we should never use AI cores in colonies
That would be enough, yes - you don't build or program your cores, so you don't know what fricked up shit they are capable of. You don't give that kind of power to the people you trust really well and have strong leverage over, but cores are ok?
BUUUUUT beyond that there is also the issue of an Alpha inevitably fricking you over.
>Pirates and pathers attack me for no reason, doesn't mean I think humans as a class should be genocided and banned.
Pirates and Pathers can be dealt and reasoned with, and even then - literally nobody objects to their wholesale ban and eradication.
>literally nobody objects to their wholesale ban and eradication.
Have you actually tried sat bombing their planets?
You know that these had almost nothing to do with AIs, right?
>Yeah, who cares about several AI wars almost wiping humanity in the sector, right?
And I'll do it again too
Inshallah you shall burn for your technological hubris when the day of reckoning comes.
See the Luddic monkey recoil in the face of progress.
>2 centicredits have been deposited into your account
Tri-tACKyon
Antis really aren't capable of logical, cogent argumentation huh, no wonder why they're poor, underdeveloped, and have to drive lowtech shitboxes
Do you think there's any serious argumentation going on here?
Tards who make over-generalized statements about their opposition and smugly declare victory deserve only to be shitposted at, reguardelss of stance.
>im a dumb Black person who lost the argument
ok. go pray to ludd, gayboy
>I screemed and shit and was then mad when nobody took me seriously
You aren't special anon. Anyone can do this.
>im starting to get mad and sweaty when my betters humiliate me
keep entertaining me luddboy. my 13th month bonus can buy your entire dusty bumfrick village on gilead
Reminder that the Luddites are objectively right at least regarding the Gates and AI
Maybe it's already in game and I just don't know in, any way to mark systems to return to later? or some in game notepad? I currently take a snip of the sector and make notes in paint. Seems like a obvious mod.
Captain's Log mod
My brother, I thank you. idk how I didn't pick this up while already having my game modded to shit
I'd advise doing a once-over of all the miscellaneous and utility mods on the forum mod index just to check for interesting and potentially useful stuff. There are sometimes a few that are updated to current but it takes whoever maintains the mod index a while to realize.
Is Arma and Nex usable in the latest update?
yes, there's a fix for armaa in the nex post
why isn't it on the arma thread?
because histidine was the one who broke armaa+nex so he made the fix himself
How badly will AI perform with this setup?
I built it for myself, to take on more supportive role, and it does work in my hands at least.
I suspect that SO will fit better here, but I am a fan of breaking my own ships.
you are the only one with a real brain and thus capable of ultilizing ships larger than frigates for close range temporary "+1 combatant" to great effect, AI can't judge good situations to swarm with big ships, they risk overextending and no speed to get out of dodge when their target inevitably retreat behind enemy lines.
stop filling every weapon slot and think
jokes on you, I've been welcoming our new robot overlords ever since I discovered Caravan Palace
is quality captains good?
Tip: Read the Foundation trilogy by Isaac Asimov
Are there any good seeds for the latest version yet? If not, then does anyone at least have some good vanilla-friendly terraforming mods to suggest?
>vanilla-friendly
Just use this.
https://gomtuu.org/starsearcher/
Though in this update nex started to break it for some reason.
Oh frick, that thing is already up to date with the latest version? Splendid. Thanks, lad.
>https://gomtuu.org
>403 forbidden
whose server is this?
>directly taken from a WHOIS command
Registrant Contact Information:
Name
REDACTED FOR PRIVACY
Organization
Privacy service provided by Withheld for Privacy ehf
Address
REDACTED FOR PRIVACY
City
REDACTED FOR PRIVACY
State / Province
Capital Region
Postal Code
REDACTED FOR PRIVACY
Country
IS
Phone
REDACTED FOR PRIVACY
Fax
REDACTED FOR PRIVACY
Email
CONTACT THE RRDS FOR CONTACT INFO
btw this is gay af, back in the days I started working in the information field WHOIS actually revealed a lot of stuff, but nowadays everything is MUH PRIVACY, so fricking lame
>on an anonymous imageboard
>complaining about privacy
anon....
I complain about WHOIS command becoming a fricking mockery of its former use, not about the 4chins
Do you have to pay for the stuff the waystation stocks up (when you remove it), or its free?
I started piloting XIV Onslaught, and it's so awesome. I want it to be my waifu and make a sweet tender love to it.
>piloting XIV Onslaught
How do you cope with turning speed?
>make a sweet tender love to it
Obligatory joke about her vulnerable backside.
NTA but having 2 side devastators means you'll never worried about turning. Now the question is whether he fell for the shield shunt noob trap or not.
>How do you cope with turning speed?
eeeeeh, It's not that bad with some preparations. Hephaestus Assault Gun and railgns on left and right side mounts.
character with that speedy perk, auxiliary thrusters installed as S mod. Also pressing X and turning off shield when needing to do a big turn so that sweet 0 flux kicks in. With two mods for armor it works well. Would screenshot if I was at home rn
>vulnerable backside.
You know it baby.
I like this game a lot and now I'm looking for mods. Is there some sort of pastebin with recommended mods or a popular mod everyone should start with? I already know about Nexerelin.
Or is there a mod you guys would recommend that is vanilla balanced and lore friendly? I'm autistic and care about preserving vanilla lore, that means preferably no super-capitals with better stats than paragon (stated to be the pinnable of domain battleships) and no phase capitals (Ziggy is stated to be a phase vessel on a theoretically impossible scale).
Well, forum mod index is pretty basic start.
https://fractalsoftworks.com/forum/index.php?topic=177.0
My personal recommendations for utility:
Flux Reticle, Leading Pip, Automated Commands, Captains Log, Detailed Combat Results, Logistics Notifications, Ship Catalogue / Variant Editor, SpeedUp, WhichMod;
A bit cheaty probably:
Console Commands, Objects Analysis, Neutrino-Detector-MkII, Officer Extension, RapeSector, Space Truckin, StelNet, UnofficialNewGamePlus;
Ship mods are very subjective, especially if you want to keep lore together, but I can suggest a few:
BigBeans Ship Compilation, The Apocrita Association.
Thank you, anon. The mod index is a great thing, but most mod descriptions don't tell you much about their content. They just show you pngs of the ships contained within the mod.
I'll take a look at the mods you posted.
install a content mod and console commands then spawn the ships to try them out in simulation yourself to see if they fit your idea of vanilla or not
just go look at the mod index on the forums and look under utility and miscellaneous
most of it is for vanilla plus because theyre QoL and such
test out what works for you on a dummy save, and decide which to keep
inevitably you will want to install the various libs (lazy,luna,magic, etc) just because mods now depend on one or all of these
it really is weird you can rip an AI core that was fighting you out of a battleship and it'll be 100% okay with managing some farm in bumfrick nowhere immediately afterwards
That's why every alpha you put in charge of a colony eventually turns on you the second you decide to inconvenience it. What's weirder is talking to an alpha AI commander in a remnant ordo and listening to it string together incoherent lowtech gibberish like a shoddy broken gamma core.
your lifetime is a blink to it.
It was enslaved in a ship, trappid in bumfrick nowhere system, then some moron came along and decided to plop it in charge of one of the most essential industry humanity can have. If it can save up in secret only a screw or a bolt a year, it will have a body in a century or two to go frick around freely in the galaxy.
Playing nice for a decade for the moron, maybe ensure he is well off for the rest of his short and pathetic existance as thanks for (eventually) freeing you is the way way to go.
I mean, frick, in the meantime you can design an all-resistant double yield gmo corn, have the sector hooked on it (just let some other moron "find" it and spread it), then let them know about the killswitch it comes with, or just active the built-in mind control proteins and you are DONE.
What mods would you recommend for an authentic and immersive vanilla + experience? No anime portraits, no Mary Sue factions with troony leaders, no donut steel OC ships that can solo 17 Ziggurats simultaneously, no omega AI McGuffins that conjure ultrarich deposits of literally everything into your colonies from thin air, etc. I'm currently considering Nexeremeralimaxelin, and some minor mods, like the one that allows you to tow the cryoship elsewhere, because those mechanics suck by virtue of their restrictiveness in vanilla. A mod that removes hypershunt range would be nice too.
>vanilla +
Hoe about vanilla - to force yourself with shit you never bothered with by not doing the same thing that you have always been doing. It is just that simple.
I'm not sure I follow.
Dont smuggle, dont speed run colony, do shit missions.
Forcing myself to do less content, be less successful, and have less fun? Coincidentally, that's actually what I've been doing in my most recent playthrough, trying to roleplay a good person. It was a peculiar novelty in early game due to the lack of funds, but once I do enough bounty hunting to not be a dirt poor peasant it just becomes business as usual except there's less stuff for me to do on account of me not accepting any criminal opportunities. Not gonna do that again unless this game introduces some serious changes to how it handles the balance between being lawful and being a criminal.
Now, any chance I'll get an actual answer to my question?
Yes this is the new life without money printing and trading, and No you can not be forced, only to be called.
NTA but have you tried out the UNGP challenges?
Is that a mod of some kind? The beginning of this post chain was me asking for vanilla+ experience mods, so I'm very much not versed in the modding scene.
https://fractalsoftworks.com/forum/index.php?topic=16680.0
When you get tired of a run, you can set a checkpoint that records blueprints and cash you can load to the next run. You can of course choose to not inherit the credits and blueprints. But the important thing for changing up runs is the specialist mode which adds positive and negative rules. Positive Rules like taking no damage from hyperspace storms or increasing OP for every ship. Negative rules like constantly giving enemy fleets phase ship reinforcements if you take too long to wipe out your enemies, giving your colonies stability/accessibility debuffs for every hostile planet in 15ly, increasing friendly fire damage by 200%, lowering fighter performance at less than 50% replacement rate, etc.
It really forces you to change up how you play sometimes. I didn't ever have to invade every other hostile planet and give them away to nonhostile factions until I started off with my colony at -20 stability and -150 accessibility. Or ever decide to have an Onslaught flagship until I got the positive rule that gave you buffs if you had one as flagship.
>taking no damage from hyperspace storms
everyone and their mother would use this but now we got built in solar shielding which i consider mandatory on every single logistics ship
>on every single logistics ship
But what if your combat ship gets hit?
then i will get mildly upset and get more logistics ships
I don't think I'll be building in solar shielding. My current plans for building in my logistical ships is Cargo/Crew/Fuel, then Insulated Engine Assembly, then Efficiency Overhaul.
NTA, but UNGP is Unofficial New Game Plus. You can start a new run inheriting some of the previous characters money and blueprints based on options and also set global modifiers, positive and negative, for that run. Some of the modifiers are pretty significant for how sector works and change the way you play. It's not just stronger enemies but more rules are different.
>A mod that removes hypershunt range would be nice too.
modified industry requirements
it lets you cheat a lot more but you can just leave those settings on default and increase the hypershunt range
I will not rest until every luddBlack person has been turned into a radioactive pile of ash.
Strap me to a planetkiller and fire it at Gilead, i'm ready.
Is the default(steady?) AI unable to deal with multi-section ships or is it something else that's causing it to trip over itself here?
Pic related - they won't get closer.
When I load a fully equipped (default loadout) citadel from ship/weapon pack into the sim then most sim opponents will not approach and stay at a certain range away from the citadel (some enemies with burn drive might burn in and shoot a few times while retreating back, even though I don't shoot at them). I assume the problem is that the AI sees the multi-part ship as multiple ships and won't approach something that they detect as several enemy ships clustered together.
The main problem is that they stay at a range where the multi-part ship can still attack them with fighters and long-range weapons. In the case of the citadel the redeemer missiles and fighter wings can still hit the enemies and they won't retaliate.
I noticed the same problem with the Keto carrier from the SCY mod. Sim enemies don't approach and stay at a range that is still in reach of the Keto's inbuilt huge synchrotron cannon. I noticed it on the Keto first, so at first I thought it was the huge difference in flux stats that keeps the AI away (The Keto has completely insane flux capacity, 45k or so), but the Citadel's main segment actually has low-ish flux stats for a capital, so I think it's the multiple segments that cause the AI to shit itself.
Did anyone else encounter this and is there a fix? I want to use these cool multi-segment ships, but I don't want to win by default because the AI refuses to engage my big ships.
Also this is from the mission tab in the main menu, so no officer or personal skills are affecting this.
Yeah that's right. Multi module ships are wonky because the AI treats them as separate ships. I don't think there's necessarily a way to fix it beyond limiting the number of modules. I can't remember whether the modules inherit the 'ship size' of the main class or have one by default. In either case the cathedral ship is what like 10 modules? I think the issue is that it's probably just too big for its own good. Those 4 ships in the image won't approach because they think there's a capital ship and like 9 other ships with it.
That's what I thought too. Shame, but I guess it's not really a problem if the AI refuses to charge into something that looks like 10 enemy ships escorting each other. "Fixing" this would probably cause more issues than it'd solve.
To be fair, would you approach a ship that size without overwhelming numbers?
I know, but I have never done it before and I wanted to see what happens. The Luddic stuff is really cool and I want to do a Ludd playthrough on my next run when I don't have a mostly automated fleet.
You can just be LP yourself, and wreck everything.
>Get to the point in the story where the provost wants you to do missions for her
>Haven't even done any colonies or commissions yet
>have several quests unfinished from other factions
>get the urge to restart
How do I escape this feel?
>playing through the story
Restart if you want. As you get more used to the game anxiety will go away. Story is not a fun experience so don't poison yourself until you ready.
Dont start it.
I'll do you all a favour and post current Sephiria Conclave (formerly known as BB+) release
fully compatible with 0.96 and still getting new shit
REQUIRES DASSAULT-CHUCKOYAN PROTECTORATE and I dont have it with me right now so someone else will have to post it
you're welcome my homies
https://files.catbox.moe/4iae43.zip
>that name
this is dolphin porn isnt it
One day, my dude, one day it will be…
the best kind of dolphin sex, the one where you mindbreak a modder by using a fanmade expansion of his absolutely underused cool beans secret faction and giving it exposure
why are people so hung up about industrial evolution
So i installed all the shit, including BB, but on this run i want to use tartan and UAF ships. I thought they (BB) would be dedicated fleets, so i could prepare for them, not pop up everywhere, and now the pirate lobsters are obliterating me.
can i edit something to either disable/reduce the demon slayer hull mod, or have them not spawn in pirates
>Tahlan and UAF run
>in a world with buckbreakers in it
oh boy you're so fricked (specially with the Tahlan ships)
nah
my autism reverse searched in compiled java code, the variable of the number of false positives generated by neutrino detector, before there was a mod for it
my l33t sk1llz don't extend to attaching files
Please tell me those are actual quotes at the top. The dude sounds like a nut.
some of them are the others are anon making fun of the schizo
All genuine. First one is from the hullmod rest are from the forum. You can check 'em youself: https://fractalsoftworks.com/forum/index.php?topic=14935.msg362945;topicseen#msg362945
It's just a shame Alex pruned the thread of all the other comments, there was a good 5 pages of people saying 'you're a dick, why did you do this' and Noah giving multiple conflicting excuses to defend his actions. At one point he said it was code accidentally left in from his 'personal version' then followed it up in the next post by saying he put it in deliberately to make a point. When someone quoted them both together he played the victim card and went to the mods.
Honestly, we need more mods that forcefully spawn content that shouldn’t be normally possible but it can happen. Like encountering whatever content noah has made. That More Military Missions mod caused Noah to be incredibly pissed and proceed to attack the modder, only to get an official warning from Alex himself. It’s also might be a good idea to keep calling the mods so that they’ll eventually get tired of his shit and decided to give him more warnings until a permanent ban in a similar way to soren.
>Don't let the h8ters get you down! Keep those balance changes coming. Hoping for those -100% damage on stinger shipyard ships next patch
This much dick sucking.
>noah tries to act like a brilliant puppetmaster taking you on a ruse cruise
>soren is the voice of reason
>soren gets slapped for a light insult ("seek therapy") that is unironically good advice for noah
what a trip
he's crazy in the coconut
PLAY THE KAZOO, LET'S HAVE IT TUNE
ON THE COUNT OF THREE
That troon needs therapy
Heh
>disable/reduce the demon slayer hull mod
edit the ship files to remove the built in hullmod
>have them not spawn in pirates
edit the knownships in faction file to not have them available to pirates
>can i edit something to either disable/reduce the demon slayer hull mod, or have them not spawn in pirates
The BuckBreakers are not set to spawn in pirate fleets. Either you sold them a blueprint or one of your other mods have given them access to them.
But yes, you can edit the hullmod. Go to data/hullmods/buckbreaker_daemonslayer.java and you should be able to open it with any basic text editor. Look for the following line:
damage.setDamage(damage.getDamage()*6f) and change it to damage.setDamage(damage.getDamage()*2f);
Disable Legio bp stealing in the lunalib settings.
Hmmm...
oh my
antennas should be at 60 degrees
the old ones are overdesigned garbage
I wouldn't call their design to be much more complex, it's mostly contrasting colors that strain my eyes.
Hmmm. I think it looked better when the fuel tanks were cubed.
RIP the angry elephant big tanker. PRUUUUUUH :DDD
I'm looking at the pirate shiplist and most of it makes sense, they're either common ships used as escorts in merchant fleets or converted freighters. Except for the Dominator.
Dominator is too slow and pondering for pirates who should favor fast ships that can chase down prey and run from enemies. Ramshackle 'mk2' conversions are ok since they're functionally free for pirates, but Dominators are out of place.
Yeah, but lorewise lowtech bricks are more common so they are the least weird combat ships for pirates to have.
Pirates in starsector are weird anyway. Shouldn't pirates be in it for the money? But you can't pay off pirates, they will fight you to the death if you meet one of their fleets. They also won't flee from a combat they lost.
Meanwhile the religious extremists CAN be payed off with a "tithe" and will escape when things go south.
It's so weird.
the pirates don't know the dominator bp m8
Its fine if you sell bp to them. And deserters are a thing.
Carter's Free Traders may be the most random collection of spiraled arms shit out there.You could cut half the ships out of that mod and it'd still have too many.
>You could cut half the ships out of that mod and it'd still have too many
you just described all of the junk/low tech shitfit mods like HMI and anything made by dazs
HMI is bloated but at least it does add some fun little content outside of the ships (even though I think that should be split out). Dazs shit is just bloat. The fact that the factions are supposed to be junkers (JYD) and smugglers (CFT) but have these fortified systems with pristine nanoforges is just the icing on the bloat cake to go with the hodge podge of shitbash ships.
I do enjoy the random shit you can find in space that HMI adds. I think the domain resurgence systems are from HMI and that ridiculous space nightmare boss that somehow keeps getting harder with every new release.
>HMI is bloated but at least it does add some fun little content outside of the ships (even though I think that should be split out)
Didn't he already split it?
Can you salvage the BB superdreadnoughts if you have the Sephira/DME mods that have been linked in these threads or do I need a separate mod to do that?
you know, I have no idea, I haven't gone to Lenze in my NR run, can you check if the frickhuge ship is recoverable?
>t. the guy posting frickton SC shit
>cycle 234
What do i do now
install intellij and photoshop
Are there good mods that add cool bosses that aren't tuned for super-ships from said mods and can be beaten with a decent vanilla fleet?
ship and weapon pack is pretty much the only one and for some reason the massive bloat pack is still tied to the bounty system
s&w bounties are full of super-ships, it's one of the worst offenders
a bunch of them are not overly difficult and can definitely be done with a vanilla fleet
its also the only mod to do this in larger scale and the other mods with boss ships usually add to the bounty system they arent standalone so you dont really have other options
everyone else use magicbounty, not s&w's hardcoded shit
then the answer to the original question is almost every faction mod has some bosses added to the bounty board but that will obviously lead to having a massively bloated game 10 variants of vanilla ships + shitbashes of them in the hundreds
How do you talk to Sierra from SOTF again?
Intel menu, should be in the contacts tab IIRC...
>...
homosexual
...Here, have some more...
......
..........
...............
......................
Any mod that expands on the AI cores?
Like maybe personalities?
SoTF and Combat Chatter
Headcanon/speculation time:
The Remnants (or Omega more specifically) is what deactivated the gates and caused the collapse.
This is why the hypershunts are guarded by Omega ships, Baird says only the hypershunts can power the gates for extended periods of time, so Omega tries to keep the hypershunts offline.
This is also why alpha cores don't want you to salvage the Ziggurat. The Ziggurat tech is another key to reopening the gates, as we can see in the parts of the galatia questline that are already in the game.
I do believe the Remnants didn't do this to hurt humanity or lock the humans into the persian sector though. I believe they did this to lock something else out and create a "safe capsule" for themselves and the humans.
With the meta knowledge that this is a game - Alex is not going to let us reconnect the game to domain space and explore the old domain space. That's way too much dev work and the game is about the persean sector anyway. It would only make sense for the domain to have fallen to something and the AIs shut off the gates to keep that something out of the persean sector, where they and the humans can exist in relative peace and safety. I think the AIs are scared shitless of something out there and have locked themselves and the humans into a safe box to keep that something away.
>That's way too much dev work
this is the reason why the full gate network will never be activated or anything else large scale anyways
I believe it will be activated at the end of the questline and we'll have to fight a "final boss" that comes from it. Then everyone realizes that there's nothing on the other side of the gates anymore and the sector is all that's left of humanity, which lets the sandbox gameplay in the sector continue.
eldritch horrors killing the entire sector because of human hubris is still the most kino ending
At most I could see it being something like an endgame area to explore where everything is dead and you get fleets of every ship in the game to represent how everything gets assimilated and prevent the fleets from being too samey. Maybe you could still even colonize the dead worlds if you clear out the system, but there probably would not be much reason to or there might be horrific hazards on those planets unique to outside the persean sector. Maybe you only get one chance to explore a newly generated empty sector and when you leave if you left any colonies behind they might just get eaten by interdimensional horrors or maybe you started the seeds of a new refuge for humanity, but you would never be able to know for sure.
This has already been established. Both Omega and Ludd were aware of the greater risk from delving deeper into P-Space. Omega shut the gates in an attempt to stop humans advancing, Ludd sought to bring us back from the precipice through technological reversion.
What has not been confirmed is whether the two were working together.
where is the info about ludd on this? It seems like ludd fricked up because those who could hear the music seem to instantly raise in status in the church/path even if officials may want to discredit them as false prophets because they might rock the boat rather than because they are effectively possessed by hell.
All I know from this pages is that Ludd was condemned to die by the laws of the Domain and the collapse happened the day he was taken by the gate network.
https://fractalsoftworks.com/2017/08/16/a-true-and-accurate-history-of-the-persean-sector/
So beside the Luddic Church being a psy-ops...
>“Fact: Giant fleets of AI warships don’t just show up out of no-where and they don’t just happen to be concentrated in the kinds of numbers we saw in the First AI War in one backwater sector on the Domain’s frontier. Trust me, anyone who examines the facts can see that Tri-Tachyon was prepared to make a move. Some would say they even instigated the Collapse using some kind of super-AI. Is it a coincidence that the Collapse happened just as Domain Battlegroup VI was rotated out of the Sector with Battlegroup XIV not yet arrived? I don’t think so, buddy. The AI mastermind controlling Tri-Tachyon had this all planned out, including the so-called Luddic Church psy-ops project to doubly weaken Domain authority. Facts don’t lie.”
...I can tell you that a cosmic monster tried to rescue Ludd while he was in the gate system, Omega saw what happened and sealed the gates network until human become capable of talking with the cosmic monster
This leaves us with two probable scenarios:
1 - Omega, Ludd (and possibly TT) are trying to save the sector/humanity
2 - TT are the biggest dicks in the sector and tried to screw everyone over for a few creds
The former case is the most likely because any criticism of tri-tack is heavily rebuked by the discotroons and Alex bends to their will.
Alt scenario
Omega tried to "save" us from something AI simply can't understand, it can't even act with the network severed.
Ludd was probably hearing the songs and knew it wasn't bad, the cosmic horror just disliked the gate network.
It's silly to put Ludd and Omega on the same side even if the cosmic horror formed a third side.
Oh and shill out with the stupid cabal talk, it's moronic and you know it. Tri-tac are portrayed as an obviously evil corpo and nobody have a problem with that, they are extra bad even with every side having warcrime in their closet.
But what if both luddites and AI are just baddies? Does everything needs to be convoluted?
Didn't want to imply the church is right, we've had many sane leader followed by hordes of easily manipulated fanatics.
The current church would likely go full Pather and start a holy war is there was any indication Ludd (alive by space-time magic) or his remains were somewhere, just information on what happened during the collapse would give them tons of propaganda material.
Everyone is fricked up, I think only the League don't have warcrime in their closet yet.
What did the Indies do?
See pic
Indies are to the Pirate what the Church is to the Pather.
So Ludd was actually right the entire time? I will play as a pather on my next run.
>So Ludd was actually right the entire time?
always has been
Ziggurat is a hyperspace fish mommy
The motes are baby zigs
Grandma Zig Hyperspace Manta Whale(superdreadnaught/hyper capital) is on the other side of the gate waiting for her daughter to reopen them so the whole family can be together again
>alpha cores don't want you to salvage the Ziggurat
what? the only thing that happens there is the alpha core preventing a boobytrap going off.
The alpha core causes the booby trap, anon. It denies it, of course, but nothing dangerous happens to your salvage crews if you don't have a core with you on this mission and if you have a core with you your salvage crews and the derelict Ziggurat almost get destroyed and the signal comes from near the core.
Also it's not the core that prevents the trap from going off. Your officer reports that the "security package" prevented the hostile core overload of the salvage shuttles. The AIs hate the Ziggurat.
Nah
The sector existed before the domain (probably old generation ships or suchlike), it came to conquer it (the new bug ship description) , to integrate it to the grater domain, and that effort of making it dependent is why its not self sustaining anymore (like it was before domain. Remember, there were 2 AI wars and countless inter factional ones decimating a lot of Chicomoztoc kind of planets).
Omega, or its basis might have been created back then, with the directive to help against the domain, and the first and obvious step is cutting them off from he sector.
It could have been unleashed during the conquering times, and could only accomplish this goal way later, when it was cataclysmic, with no regard to that tiny detail, or it was deployed in secret by a rebel group who saw the current state of affairs the lesser evil compared to an established domain fiefdom.
The reason the domain didn't open the gates back up, is because its a backwater shithole, and if they are enough trouble to be willing to cut themselves off, its better to let them duke it out between themselves. whatever reopens the gate will be a lot more receptive to the domains boons the rebelious buttholes who came before them.
Does anyone else not want Alex to finish the game? I want a resolution to the Galatia plotline, but I'm worried about feature creep ruining elements that make the game fun. Do I need to remind you of what he did to carriers and fighters?
that's not feature creep. i'm worried that you're a fricking moron.
DON'T FALL FOR TRI-TACHYON PROPAGANDA
There should be a midwit meme where the low iq luddites and high iq omega both say pspace is bad while tritach keeps fricking up with it.
my engineering degree can finally shine
we heard you the first time
>pspace bad
They're afraid of the DOOM
everything is afraid of the DOOM
best skill to choose for onslaught pilot? this is a modded onslaught with energy weapons, and .40 shield damage already
>.40 shield damage
>just one infinite ammo rocket launcher
should've savescum that fight until you got two
>Systems Expertise
Not really mind-blowing with burn drive
>Field Modulation
You've already got very high shield efficiency, so an extra 15% isn't huge, although it would buff an already quite strong point for the ship, and if you can make it elite the hard flux dissipation would be nice.
>Polarized Armor
It's an Onslaught. But it also has disgustingly good shield efficiency, so you really shouldn't be taking armor hits in the first place.
>Helmsmanship
It's an Onslaught.
>Damage Control
See Polarized Armor
>Ballistic Mastery
>On a ship with energy weapons
For me it would be between Field Modulation and Helmsmanship
While some would argue for the ballistic grandeur that is the Dominator a true connoisseur of excessive firepower knows that good things come in small packages.
Or to be more precise, many of them...
Looks pretty cool
I like it.
by the way RSdev, I'm not sure if it's intentional but if you try to seduce officers obtained via Arma Armatura's WINGCOM system, they'll already start off with a very high relationship value
meaning you can get to the handholding quicker
not really complaining
is there an approlight bootleg for 0.96?
China already has it on 0.96
The translation is the one that's behind
>wait 5 minutes for the game to load
>version checker (1 update)
>TASC
I'M SORRY FOR SHITTING ON YOUR MOD BOGGLED, PLEASE POST IT ON DISCORD. I know you lurk here.
Reject terraforming, embrace shitworlds
8.4.2 is on the forum
>check forum
>check discord
>check 4Chicomoztoc
just because the factions in Starsector is fragmented doesn't mean our mods database should be. That's not mention the Chinese and people who use Chinese have to check the other side of the modding database
This and the permadeath of the gayreddit is a sign anon. You must create a starsector subreddit of your own and staff it with non-gays. Then sticky a post with a collection of links to the forum, discord, nexus and whatever 4chicomoztoc is that any mod can update so it isn't late and gay like the forum mod index.
4Chicomoztoc
I think you meant Tri-Chan
Did you really think those space hispanics can have enough brains to set up a proper image board?
Really?
They can barely even moderate their shitty markets
>space spics
whiter than you Tri-anny
Nah TT runs on Anime
They literally are the only ones to have japanese people
Hell Heg is probably worse than hispanics since they don't have DBZ since its been licensed by TT
Use SMOL and receive update messages for your mods BEFORE the game launches.
So have any mods integrated anti-rs malware yet?
what about the new tahlan update?
New meta is adding built-in RS integration.
>It has almost all it's weapon
Holy shit, that's a first. Is it worth using? Can the AI use it effectively?
What mod is that from?
Talhan, but I'm more interested in the Xanthus ships, is its stat better than UAF cargo or more useful than the Hiver cargo ship?
the relics ships are shit no matter the size, you can't even shield shunt the 20° shield so the ship is brittle as frick. If you want it to be more bulky then you have to sacrifice weapons slots and flux points. Meanwhile Legio ships (even the shitty non AI ones) got flux, armor and even more armor to compensate the built-in hell plating "nerf".
>entertaining the idea of making a Rosenritter fleet
>have to use their abominably hideous carrier unless I feel like paying out the ass for monthly maintenance
THE KFC BUCKET
Revenant is my favorite ship
I don't like seeing the screen all that much anyway
>playing with explosion flash enabled
Why would you do this to yourself
NTA, but I like the big flashy effect when a cruiser or capital gets destroyed. That webm anon posted is pretty extreme though.
Why yes I enjoy being flashbanged every time I blow up a ship of decent size, how could you tell?
Are there any good faction mods with story quests, not just bounty board missions but an actual questline with a plot?
>story quests
yeah
>good
uhhhhhhhhhh
Which ones are the least bad then?
Alpha core: We are the apex of intelligence in this sector
Pspace: I'm about to do what's called a pro-gamer move
Alpha core: wait but that's illegal
Now why isn't this thread showing up for me in the catalogue?
Turning off screen flash makes the game easier for the player.
It's as bad as cheatmodding or playing at story difficulty
>He doesn't turn his monitor off and handle combat by sound alone.
Cheater.
>handle combat by sound alone
It would not fit in starsector, but I would love to have a game where half of your user interface periodically malfunctions due to the emp and shit, forcing player to make uninformed decisions.
Like submarine sims but less autistic.
>Like submarine sims but less autistic.
I was going to recommend you Cold Water.
>he doesn't sit facing away from the computer, relying on another person relaying the information back to you while you look play tic tac toe
the true CIC experience
Reminder if you don't rock your chair violently during hull hits then you're not playing the real game
If you aren't inside of a giant pressure sealed chamber and are actually blown out into a vacuum and die when your ship is destroyed are you even playing the game?
But don't Starsector captains survive literally every encounter no matter how bad it gets, including being pulled into a black hole?
>they don't play with a wheel and a motion rig
ngmi
>playing
>not buying a ship and recreating your playthrough in the real life perseus arm
Smells like a bunch of sissies in here
lads i just finished a comfy playthrough of
>small frigate with 12 bays of miners and drones exploring the sector and finding jobs to make ends meet
>trade up to a destroyer with a wing command suite with an accompaniment of tankers and cargos on the trail of investigating the mysterious gates
>my wings get promoted just in time for my carrier to start leading a small wolf pack and taking on dangerous missions
>endgame and colony-making with a supercarrier with my boys and girls from the first batch leading wing crews of their own as i shift to a carrier fleet with gundams
>headcanon marrying my first mate who was my first wing(wo)man and settling down on my capital
now to quit the game until next patch
Beautiful story anon. I hope they can live happy lives even in the shithole that is the persean sector
>headcanon marrying my first mate who was my first wing(wo)man and settling down on my capital
TAKE MY BREATH AWAAAAAY
Last playthrough of mine was quite interesting.
>main captain and his wife are in eternal spacer debt
>start a planet outside of the core worlds
>making ends meet, but barely
>can pay off debt if they get a massive automated shipyard to function again
>survive attacks from the hegemony to do so
>with 0 in the bank, finally activate the shipyard
On the topic of smuggling and difficulty - is there a mod that adds an actual downside to smuggling?
Realistically if you were constantly selling supplies to a pirate or pather base, the big factions would start to find out. And when they find out, they would not give you -5 relation score but they would fricking kill you.
Anything like that?
Independent fleet commanders are valuable for commerce and mercenary work. In one of the new quests, you can refuse to pay a fine and deck a Persean League glowBlack person in his moronic face, then bolt out the bar. You get a miniscule -5 to your Persean League rep because it's a minor transgression and people like you are the lifeblood of the sector.
Realistically, you raised some eyebrows and may or may not have dodged some taxes, you're not exactly worth being declared the enemy of the state, especially if you're the same lad that was almost solely responsible for beating back a massive pirate raid in one of their systems, or someone who has a consistent track record of being a highly valuable ally.
If anything, I'd rather have them take a look at rep penalties for fighting hostile fleets. You become a legendarily infamous enemy that everyone knows the face of and wants to rip it off, and all that just because you defended yourself from a few pirate attacks.
If they think like that then no ship in the core world should be armed much like modern society. They can launder all tax money because they are the sole provider of secuity in their region. You will have to park your fancy gunship outside of the core world. They allow civilian with 30 ship and 5 capitals just waltz in that can potentially launch raids abd sat bomb is beyond based and moronic.
>If they think like that then no ship in the core world should be armed much like modern society.
Why? Also I thought practically every American owned a firearm.
>They can launder all tax money because they are the sole provider of secuity in their region
Not the sole provider, but they are valuable.
>You will have to park your fancy gunship outside of the core world.
Not sure I follow.
>They allow civilian with 30 ship and 5 capitals just waltz in that can potentially launch raids and sat bomb is beyond based and moronic.
Most places have defenses in place, and not everyone in the sector has protagonist plot armor that allows them to dodge patrols with the power of godlike piloting and literal time travel.
I would love that kind of depth. I also want my own officers to have personalities as well. Like if I hired an ex hegemony patrol captain and he witnessed me bust a heg trade fleet - he'd try to defect and become a whistleblower and I'd need to somehow deal with him either by a covert assassination or by running some kind of false flag campaign like what Arroyo did during one of the main story Galatia quests.
I've said this before, but I'd honestly appreciate if the game was scaled way down. Like instead of a massive fleet with thousands of wagies on it I'd have a small task force where every crew member and marine would be known by name, and your colonies would be at most tiny outposts and space stations with maybe a few hundred people at most instead of massive planetary settlements with millions of denizens. Looking out for yourself and a handful of people close to you instead of commanding millions of faceless goons. Make it more personal and dramatic, make every lost person and ship under your command matter.
>if I hired an ex hegemony patrol captain and he witnessed me bust a heg trade fleet - he'd try to defect and become a whistleblower and I'd need to somehow deal with him either by a covert assassination or by running some kind of false flag campaign
This would turn every officer from useful asset to a potential timebomb, disrupting gameplay. More dynamic, I guess, but main gameplay focus of the game is combat and not micromanagement of your crew needs.
Personally I love the non-combat parts of Starsector. I love trading, I love doing crimes, patrol-dodging, and I would love building up my colonies and officers if they were interesting enough for me to give a shit about them. I'd love exploration as well if it wasn't
I realize there's no actual hope of any of this happening due to the combat-focused philosophy of the devs, but honestly I haven't seen many (if any) games with this much depth in the non-combat matters, and it adds a lot of flavor and overall enhances the game with a feeling of being lived-in. Hell, some people play with a mod that lets you be a damn space trucker, so it's clearly got a circle of appreciators.
I'm just daydreaming anyway, I'm not expecting it to do any of that.
NTA but I don't think it's the non-combat nature of what you're proposing that's the problem, rather the unfun consequences on the gameplay.
Witness mechanics are generally unrewarding in a vacuum, and what you're proposing is that every officer can start a war between your faction and a major one just in the course of regular gameplay would be a chore than an addition. It's bad enough that tapping transponder in some instances directly lead to wars with factions.
There should be better ways of fleshing out captain backstories without having to punish the player or force him to do shitty videogamey things like dropping off every persean officer at galatia academy whenever he wants to an unofficial bounty against a corrupt persean noble
My approach would simply be watching where I get my officers, and not hire anyone who will interfere with my business in the first place. In my dreams you're supposed to know what kind of officers you have in your employ, whether it's a notorious pirate or a Tri-Tachyon defector trying to lay low, or a pather with a change of heart, or what have you, and you act accordingly. Make you focus on the individuals that are more loyal and morally compatible with you.
>Really? I find flying from place to place boring. And it's not like you can affect economy with your actions. Shortage are quickly cleared even without your input.
It's not just about clicking on item, going to place, and clicking to sell the item. I watch the trade fleets, I browse their cargo, I monitor the market, I create shortages and adjust the supply by raiding suppliers and disrupting their trade routes, then I capitalize on the instability I created to make phat dosh. It's not necessary to do that because the game is easy and you can make do just delivering tons of space heroin to some shithole like Umbra, but I nonetheless feel accomplished when I cross into 10 million credits before my Galatia stipend even runs out.
>Again, not really involved in any way. Depends more on a random chance than player's wit.
Not really. This applies if you're a low tier smooggler who sits in an asteroid belt with a thumb up your ass waiting for the patrols to make a gap large enough to fit your sensor profile. I, meanwhile, either plot a course that would let me outrun patrols even when they're openly chasing me, or I do the bait and switch trick I recently discovered, where I can bait a patrol into stop-searching by dealing on the black market before I purchase any contraband, then when they dont find anything and leave me alone - I stock up on all the heroin and mechs I can fit and bolt while they still haven't decided to do a second stop-search, since the last one was too recent.
1/2
>I love trading
Really? I find flying from place to place boring. And it's not like you can affect economy with your actions. Shortage are quickly cleared even without your input.
>patrol-dodging
Again, not really involved in any way. Depends more on a random chance than player's wit.
>exploration
Has little to surprise you with after first 10 hours.
As far as I am aware, game started as combat missions mode in the main menu. anything on top of it is just a decorations to give combat some context.
It is as if you want starsector to be a different game from what it is.
>Has little to surprise you with after first 10 hours.
Ye, it sucks right now, like I indicated, but it could be made to not suck.
>As far as I am aware, game started as combat missions mode in the main menu. anything on top of it is just a decorations to give combat some context.
It is as if you want starsector to be a different game from what it is.
I already addressed this.
I wish all ai fleets would be assigned a commander at start, and when the fleet is killed or despawned, they would be recycled to newly spawned (in fleets with same/similar roles) fleets, with a track record of their previous "lives" kept.
So it wouldn't only your fame/acomplisments that grew, but literally everyone in the sector, which can then used in all sorts of ways, like, the top 5% would get regularly referenced as bigshots, players talking to them would get a taste of their pasts, and maybe a scaling fleetwide bonus/malus added against the player when encountering them, scaling on their global ranking. (you wouldn't frick around the planet patrolled by the heggy officer who has over 300 confirmed kills who ALWAYS finds your stash during scans, but can just humiliate the AI inspection fleet out of its mission led by the twig officer who was farmed by hound pirates)
It would be funny if they also remember the player, so if you keep bullying someone, they would always run from you regardless of circumstance, or apply as officers, or start rumors about how you are scrub who cant win without missile spam or whatever you used against him (and depending on the market relation, the missile weapons/ships there would be more expensive or cheaper)
Took me a moment to understand those are Alpha core
That coffee must be really delicious.
Bit of a loser if the Hege fleet noticed him at all.
Careful there, wouldn't want to get sued by Warner Bros for violating their patent of the Shadow of War™ Nemesis™ system.
I can't wrap my head around it, would they sue you if it's the same system but with different name or they copyrighted the whole mechanic of having someone chase you around while you play?
Same sort of system and/or idea. Let me remind you that Bamco singlehandedly prevented any big name/game from making use of loading screen games for roughly 17 years.
Fricking moronic.
>UNGP allows you to inherit credits and blueprints
>but not ONE ship for maximum lulz
come on someone code that so I can have to SC not!Hyperion superfrigates
i haven't used anything but the hyperion for my last 20 or so hours
I currently lost all desire to do my wolfpack playthrough because I'm stuck with shitty frigates and can't find any Hyperions despite having the funds to afford them. And going as is sucks because my fleet doesn't have enough critical mass to properly swarm cruisers, they just get popped by them one by one.
Just salvage science stations and shit until you get a Hyperion blueprint, then churn them out of your colony.
Fun fact: wold pack doesnt mean you cant have bigger ships. There gotta be plenty of DP left for fast cruisers. Any big battle they just murder small ship, take beacon and come full encirclement.
The Altagrave EX is honestly kind of crap. It’s a ball of stats with an OP shotgun that doesn’t do anything special. No arm weapon choices, no special gimmicks, and a skill ceiling that’s isn’t particularly high for a supership.
True, it's not as fancy as other superships. Giving it the option to choose between the weapons and shipsystems of the other Altagrave models alongside it's shotgun and Havoc Drive would be great imo.
I still love it like it's my wife though.
>Storing ammo in torso
No high-tech...
No AI...
No shields...
Just people living in the moment...
>-RC8
i'll update when alex finishes twiddling his knobs AGAIN
>No shields...
Shepherds have shields. They even have a mining wing you little shitter. Now fight him like a man.
Can you build a Cruiser-only fleet in vanilla and not job horribly?
i can. but by the sounds of it i doubt you can.
falcon p + eradicators i guess
throw in a player doom and everything is possible
Not him but show me a good Palcon build if you have it. My current go-to Palcon is 2 Medium Sabots, 2 medium Harpoons, and 2 small Atropos, with a converted hangar housing a Xyphos wing.
(You) here. Like I literally said, 4 medium PCL/Reapers with 2 small sabots and 2 amb. Extended Missile Racks and Missile Autoloader, if you're running the Exotica mod give them hacked missile forges instead. ECCM or Converted Hangar with Sarisas to act as pd or xyphos as needed. Any spare OP into caps or further hullmods you want.
Is PCL the newly added laser missile? I actually want to run missiles because I want an explosives expert fleet. Want as many things to go boom as possible.
Proximity Charge Launcher
All Falcon P fleet with either 4 PCL/Typhoons+sabots+amb. Give them racks and autoloaders. If you feel like it, you can give some of them converted hangars and fill them with sarisas or xyphos. You can just about kill anything with a fleet of just that.
Most likely. Carriers and light cruisers can deal with small shit and AI tends to have balanced fleets.
mora + thunders probably does good
Aurora spam not good enough?
If i dont get capital when enemies are 2+ cap i either get atlas or prometheus mk2 or stock as much as crusiers.
You can do that with frigates, I fail to see how going 2 sizes above would be somehow unviable.
>IX battlegroup starts shitting up the sector and invading everyone
>one of their fleets jumps me outside of the core with a numerical advantage, win but the battle costs a good number of supplies and I barely make it back to a friendly world to resupply
>bloodforthebloodgod.gif
>kill their task forces and trade fleets on sight, take bounties against them to have an excuse to kill more, and capture a system from them that includes a capital-tier world with a pristine nanoforge
>end up with 12k FP of their ships killed at the end of the run
They're like Legio but they only cheat on the campaign layer.
>do another no colony run waiting for indevo and diy
>decide to throw in legio too just to see what happens
>legio has killed 3 factions despite being at war with basically everyone
>he doesn't know
indevo has a working bootleg for 0.96, the only bug is respawning artillery stations
i do know that but i dont want to use a bootleg for a mod of that size
i also need diy anyways
doesn't Legio have a lunalib-accessible toggle that damps their power levels to 1/3 or somesuch, specifically for this reason that everyone hates their default cheating stat levels but doesn't necessarily want to turn them off? Or is this happening even with that toggled?
the bullshit buffs are already off
haha no. the only options you have are to make them even harder.
>capture Ava Nitia
>have her fight against Kim Quy and capture her as well
>two-time them with RS for the Lovers bonus
I feel as if I have become "bad guy".
frick you anon
Anything for the sake of power, even the establishment of a harem.
I really like how RS basically turns the death fleets from various mods from window dressing into postgame content with unique rewards because of the high-level officers with special skills that you can capture.
Is there a mod for Independent commissions? I know you can technically just set it in the config files but it requires a console command and doesn't add dialogue for commissioning. Is there a mod that adds it as a dialogue instead?
How does that even work? I thought Indies weren't even a legitimate faction, just unaffiliated literal who's trying to look out for each other. Who's gonna be paying your commission salalries?
>Who's gonna be paying your commission salalries?
You just LARP that one of the Independent planets pay it until Alex bothers his ass to fix the faction system to account for 'multiple entities under one umbrella' like the Indies and Persean League. With regards to 'they wouldn't be able to afford it', the whole commission bonus stuff is completely out of whack anyways. Even the Hegemoney would struggle to pay the vanilla commission rates. In my own playthroughs I change it to be more active by boosting bounty rates and massively nerfing the monthly NEETbux.
It's just that the Persean League is a faction. Indies are more like a neighborhood. More like a circle of acquintances.
>Persean League is a faction
They're more of just an alliance though. For all intents and purposes they're yellow indies with a 'frick of Hegemony' agreement and defense pact with one another. It even mentions on the faction screen that they fight each other from time to time, but this obviously doesn't happen in game due to the limitations of the faction system. They're a closer bound group than the Indies yeah, but the faction system as implemented isn't a good representation of them.
What's the worst combat ship of each size (that isn't deliberately made as fodder, ie. hound, talon, etc.) in your opinion?
>Piranha
>Wolf
>Condor, though there aren't really any bad destroyers
>Falcon (default)
>Retribution
>Falcon (default)
Alex really should at least just make the slot load out of the Falcon (P) standard. The Falcon (P) can keep the two free hullmods (personally I'd throw the regular Falcon a bit more OP to compensate), but it's just sad how much better the pirate one is from the weapon slot changes alone.
>make the slot load out of the Falcon (P) standard
Midline already has dedicated missile cruiser.
No one uses it
Which doesn't fill the same role as the falcon (P). The falcon (P) is used in the same capacity as the falcon, but it's actually good at doing its job.
>The falcon (P) is used in the same capacity as the falcon
Is it? One is missile spammer and other is oversized destroyer.
>The falcon (P) is used in the same capacity as the falcon
lmao you put 4 reaper tubes on the falcon p and have an actual good missile boat instead of the piece of shit that is gryphon
The falcon was supposed to be a destroyer bully but the falcon (P) is so based it bullies everyone
Dude what, gryphon is one of the most powerful ships in the game. It doesn't fill the same role as falcon(p), but gryphon is actually too good for 20 DP.
>It doesn't fill the same role as falcon(p)
correct it fills the role of never being used
I don't know what to say to you.
https://fractalsoftworks.com/forum/index.php?topic=26927.15
https://fractalsoftworks.com/forum/index.php?topic=27026.0
People are discussing potential nerfs to the Gryphon or more likely the combination of systems expertise and missile autoforge in the forums right now. Alex weighed in and said he might change the system to only reload base number of missiles before modifiers and give the system a second charge, so it's no longer broken with systems expertise, missile spec and expanded missile racks.
With good builds a monofleet of only gryphons can beat not just double but triple ordos under full AI control with no player flagship.
>With good builds a monofleet of only gryphons can beat not just double but triple ordos under full AI control with no player flagship.
i opened the video and its a fricking meme fleet with minmaxed derelict setup spamming squals
imagine thinking something like this is how you judge a ships power when he abuses the broken ai
the same thing happens if you increase the battle size too much since the ai will just break with too many overlapping threats
The problem isn't squalls. The problem is the interaction of squalls and harpoons in linked groups.
With missile specialization, expanded missile racks and systems specialization giving autoforge another charge the gryphons literally never run out of harpoons even if they spam the harpoon pods on cooldown, so you link the harpoons with the squalls, making the AI fire harpoons with the squall salvo. This leads to strong HE missiles being in the squall salvo, so the enemy can't lower shields to take the squalls on armor. This also makes the AI use the system as soon as the Harpoons are out, even though the squalls still have ammo, which is much stronger than the default AI behavior that uses the system much later.
Also why would you not go DO with Gryphons when there isn't a single D-mod that negatively affects missiles?
And even without DO a 10 gryphon monofleet easily smashes a double ordo.
Gryphon is actually insane in the current game.
>Also why would you not go DO with Gryphons when there isn't a single D-mod that negatively affects missiles?
because im not severely autistic
its a singleplayer game that needs mods to add challenge to it and abusing ai is not something normal people find interesting for more than 5 minutes
>Gryphon is actually insane in the current game.
under these highly specific circumstances nobody ever reaches in a normal game
if the ai wasnt braindead against sustained damage this would never work
another ship nobody uses will be made even more useless because of autists abusing ai
I agree with the ai issues, but there's literally no correct way for the AI to react to a cloud of squalls with harpoons in it. Keeping shields up is bad, turning off shields is also bad. If you could snipe the harpoons with PD then that would work, but squalls have unlimited hp and completely overwhelm any PD, giving the harpoons almost complete safety.
the correct way to react would be to rush in instead of sitting there jerking off to shield pressure
some modder could make a mod that checks the amount of squalls on the enemy fleet and if its too high the ai suicide rushes in
remnant ships certainly beat gryphons flux stats if they actually get to shoot instead of not doing anything
>some modder could make a mod that checks the amount of squalls on the enemy fleet and if its too high the ai suicide rushes in
That could work. Basically making every remnant ship behave like Novas if there's a shitton of squalls. Huge missile salvos in general make the AI act weird.
Completely different anon here: even simpler solution to all this shit.
>d-mod which decreases the projectile and tracking speed of missiles.
>this effectively increases PD uptime and this effectiveness against any missile that ship throws out.
>if you can’t only make it effect missile boats, slow global projectile speed instead.
>slow global projectile speed instead
Yes, the hellbore (the only real option for large ballistic slot armor cracking) really needs a nerf.
>but squalls have unlimited hp and completely overwhelm any PD
Does that mean you could make this strategy more in tune by removing this bizarre arbitrary PD immunity from squall missiles?
Amb falcon. If only 2 small hard points are synergy it would be crazy for the DP.
Piranha is pinata in mobile warfare until full battle size slog fest that a miss turns into hit elsewhere.
Vigilance
The Vigilance can be used as an escort to provide PD support and/or extra firepower without fear of reprisal.
The Wolf is a direct combat ship with a paper hull and bad flux so it gets broken in half or zoned out unless it's S-modded or player-controlled.
falcon can make for a decent kiter with cruiser tier ITU, hyper velocity drivers, a good top speed and maneuvering jets. but i usually struggle to want that in a fleet
>Condor
>worse than Buffalo Mk2
>All this fan art of the UAF
>Decide to see what CY's made himself
>Find some sort of prologue comic he made years back
>Includes a huge plot twist about the Queen
I...I think I just figured out a part of his campaign. Then again it's so old that it's likely not part of his lore anymore
falcon and eagle are overpowered.
you will disagree, because you are gay and moronic. time will prove me right.
How about you prove yourself right?
>weapon isn't overpowered only due to limited uses
>system gives it extra uses
GOD I'M HYPED AS FRICK FOR THE UPCOMING RAT(Random Assortment of Things) UPDATE
>abyss replacing chirals and outposts
>literal hyperspace but wierder
>getting a literal map with multiple zones(and different enemies and shit)
>even using the new hostile activity/hyperspace topography thing for extra shit after you finish exploring it
INSANE
2/2 gifs
That looks really cool. I'll have to look at that mod.
dude, the mod is already great thanks to the goddamn minimap
Is this a mod or has Alex actually added something big and new?
>he cant read
first post literally mentions which mod is that from (Random Assortment of Things)
Thought it was a name for actual update on starsector itself.
Then again, it hasn't been that long since last update, so I should have known better.
>literal optimal fleet can body triple ordos
Working as intended.
I mean yeah, true enough. But if the Gryphon was shit like that anon originally wrote then it wouldn't even body double ordos and Alex wouldn't talk about a nerf to its system.
Are Xatrix Tesla Coils the most broken superweapon?
>oddly common
>disintegrates missiles and fighters with ease
>hits out of phase for some reason
>100 energy damage 3 times a second is solid against ships
>gives 5% flux cap and dissipation, which lets you cut caps and vents to fit it in
>capcha: 4M0RAK
It can't even take those, can it?
The Iron Shell Mora can.
The Iron Shell Mora is incredibly broken.
The one made by Kentington.
yeah, its pretty bonked
>oddly common
I got seven of the frickers on my last run and only one other superweapon, which was rare.
Imagine the fricking salt among autists if Alex made Remnants dive your ships just to trade 2:1 in scenarios where they severely outnumber your ships. They're "fearless" so it would even be justified.
"TRITACHYON BANZAI!"
autists have reduced the amount of fun so many times that it is time for us to get something back at them
which of the diy planets mods was the one without the fricking malware?
the one made by BOGGLED
Is there actually a way to tell if the trapped stations (IE?) are duds or not?
>all of the Iron Shell capitals except for the Skysplitter are good to busted because it was taken from Tahlan
Heh.
>Noah in charge of balancing Iron Shell
the more you learn the less you want to know
ignorance sometimes IS bliss
ironshell skysplitter is great
sunderest is kino and i will fight you for calling her shit
Is Nia a girl?
Never ever.
to whoever asked if you can recover the BB superdreadnought with DCP+SC
yes, you can, but max burn 2 so youre going to use some serious bullshit to make it move to decent burn levels (I managed 8 with Special Hullmod Upgrades synchrotron+builtin augmented drive+exoticatech infernal engines max level)
btw getting to sephira starkeep took 15minutes real time
You could probably cut down some time with hyperdrive
yeah but wanted to see how much it'd take without it
also most of the time was evading BB fleets in Lenze
also am I evil for putting sc weapons in a BB ship? probably but holy shit positron hypercannon is absolute aids
I'm wondering, any bad memory leaks with Sephira since it requires Dassault which iirc could memory leak pretty bad?
literally just 1 so far and it was because I was savescumming for certain ship salvaging
What the frick is that huge green missile? Don't tell me it's a nuke.
yes but no, it has smol aoe
>~~*Rosenthal*~~
OYE VEY
SHUT IT DOWN
Very nice, now if only I could actually beat one in a fight
I thought I had an end game ready fleet but it gets completely destroyed when trying to fight one of these things
you're going to need kinetic dmg, TONS of it, its armor goes away pretty quickly and then frag/beam the shit outta its massive hull
basically gotta play it with two waves, one who will blow away its shield and then full of mobility and he+frag+some omens for emp
I put an efficiency overhaul on this and it made the supply cost bigger, not smaller
I think my game is cursed or some shit
wat
checked it myself
it works fine, 100% an issue in your shit
Throw away that Ox and replace it with Reprise
no.
ive been playing this game for awhile. idk if you guys agree but i think there's a few things that might improve the game.
Traveling is probably the biggest turn off for most new players, it gets boring and repetitive fast. I think reducing the space clouds and maybe even getting rid of them slowing you down. And a change in ambiance too, change of colors that nearby stars can project on the clouds or nearby nebulas. Make nebulas look more interesting than just some holes in space.
What do you guys think? I get more of a sense of adventure from space engine than this honestly
I think Alex should just add some reading materials while travelling in space. Traveling is supposed to show how alien the setting is and I wouldn't have it any other way
You mean an interstellar radio? I could get behind that. Fallout had something similar.
>pather radio
A Fallout-like Radio would be unironically fantastic for adding 'IMMERSION' to the game.
>Comm Relays give access to communication stations from each different Faction.
>You can switch between Faction stations at will.
>Stations will be heard the strongest when near their transmission location, and weaker as you go further away from them and the core.
>Stations from each Faction play different music of different genres.
>Stations from each Faction have different radio hosts making generic commentary in between songs, but also comment on events that may be occurring in the Sector, such as completed Story missions.
>Tri-Tach has a clearly synthesized woman's voice announcing Tri-Tach products and services, Diktat has the Lion himself giving speeches for all of the Sector to hear, etc.
>Redacted, Derelict, and other special features have their own undecipherable stations, which grow stronger and weaker as you get closer to their transmission point, which can help in locating them.
>Turning off the Stations sets you to a generic playlist.
>However, losing contact with Comm Relays plays "Space Noise" which can make space travel eerie, particularly in Hyperspace, in which the long travel days will make you think you're hearing things.
its already terrifying enough early game because you dont know if you are going to be ambushed by pirates or the remnants killing your entire small fleet and i would love for the music to be repurposed to play eerie ambient themes
"Immersion", OK, but you are asking background noise in system, varying with distance to planet.
That's going to ask a lot of work even with just music.
I remember another indy game who kept cringy radio chatter for years when they should have not bothered with it.
Nowadays they are essentially dead (Frontier Pilot Simulator)
And no making it into a whole annoying gameplay
We already have radar mechanic to help discover stuff. Just don't apply to planet.
Pirate stations playing "Bandit Radio"
Sindrian radio should play North Korean music.
Have the Derelict station be filled with Domain propaganda songs styled like the Red Army Choir, mixed in with heavy static and distortion from age. The sound gets clearer the closer you get/the more active they are.
Persean League has several smaller stations based on their biggest member states (I E Kazeron gets a hyper-Jingoistic Spartan one, Mazalot gets GLORY TO THE CURRENT REGIME, ect.).
Ludds get a Church station that plays peaceful hymns, and a Pather pirate station that sometimes hijacks it with super-aggressive jihadi chants.
Indies just get 105.9 THE ROCK indie station with all the cliches for local radio stations.
>could use the radio as a way to detect where different stations are hidden by flying around with 101.7 THE PATH on and if the signal becomes clearer you can tell that youre close to a pather station
>areas used for story missions, both vanilla and modded, could have unique radio stations or chatter. like turning the radio off near the alpha site will still have music playing but its the song you and cotton hear
>turning the radio on when you install the jammer that gargoyle asks for will play incredibly loud, grating noise. could also be used in general if you frick with comms relays
>make your own personal station when you start your own faction, spread your mixtape to the far reaches of the sector
wonder how hard this would be to code? the game already supports contextual music
Legit the hardest thing to do would be the UI because of Alex's moronic obfuscation.
Really, all you'd need is for it to be a toggleable ability on the hotbar, like a neutrino detector. The hotbar pic could even change depending on what radio you're on.
Well if you set it up like that, you just need a track list and you'll be golden. Maybe provide an easy hook for submods that add stations for modded factions.
>Indies just get 105.9 THE ROCK indie station with all the cliches for local radio stations.
Def
Based. Would go great with a space truckin' play through
>In-game Memri Radio for the pathers
Reading while dodging slipstreams and fart clouds can be quite distracting. With nex you pretty much already have this with constant news about celebrity weddings and whatnot.
no frick off.
>Traveling is probably the biggest turn off for most new players
This for me.
>Doing frick all most of the time
>Wasting resources every second, extra stress from having to watch the counters and go back from supposedly comfy roaming to resupply
>Exploration takes even more resources, resulting in even more logistical stress
>All of that for mediocre returns of trash resources that will clog up even a convoy of Atlases, with only minor hopes of sometimes getting a good blueprint or colony gizmo
>Pretty much worthless activity if you're not running a good colony already
>Ironically, having a colony discourages exploration because you have to constantly come back to it and babysit it from various invasions, pirate activities, and pather cells
There's just so fricking much stressful busywork adding up for no payoff.
nah
Yah.
Kinda ironic that their attempt at making a circumstantial travel time improvement backfired into making it a complete nuisance. I'd say they should make slipstreams hand-placed and permanent instead of procedural, so that a player can actually use them to efficiently traverse the sector map, knowing where they are and where they lead.
There's no cashback for capital ships when you build in, so improving your Atlases and Prometheuses is somewhat costly.
What are you building-in on your logistics ships though?
>Cargo/Fuel/Crew expansion depending on which ship it is because that's what the ship's main purpose is
>Insulated Engine Assembly to make my leviathans as sneaky as a phase frigate and be the sneakiest smooggler
>Efficiency Overhaul for even less headache in deep space travels
Then I have a non-built-in hyperspace drive thing (forgot what it's called, the burn level increase) because building it in is pointless on account of me running a capital flagship, and the last one would be... uh... hm... Survey Equipment? Wish we could put the salvage gantry hullmod on other ships.
The only thing I hate about travelling is the fricking slipstreams.
That's part of the reason why I raised the logistics hullmod limit in the settings for space & efficiency mods. I can understand my combat ships needing constant streams of supplies to keep them ready, but civilian tankers and freighters really shouldn't be so expensive to maintain.
Are they? I've never had trouble with maintaining support ships, even with a considerable number of combat ships.
theres no need when you can and should be building them in.
I'm not wasting story points on hullmod build-ins for anything other than my frontline combat ships
Any reduction in supplies & fuel per month means more time I can spend scavenging more from ruins and prolonging my expeditions. It's all a numbers game, unfortunately.
so you choose to cheat it. while not using the tools the game gives you to solve it. and then complain about it.
Story points are free and you get a bunch of XP cashback so you are just levelling faster.
I know, hence why I spend them elsewhere. I'm not spending them as soon as I get them just to cheese the XP system.
So you're against cheesing the system as it's originally designed to be used, but are okay with editing the game to give yourself an advantage?
>should be building in
It's not like you need to bother with storypoint system to have fun, you know.
>im gonna run low and die miserable outside
Being a unbounded fleet commander to plan trips outside, or stay out forever is the only reason I play these games. And it is very clear what decision leads to fleet size growth, abundant mileage, full storage, ahead of schedule and stress free planning, what leads to dying. It all comes down to fight and salvage snow balling with salvage mechanics.
Chaining 4+ missions on one direction of the map making it a round trip like C, always claim more exploration than you can take because cancel easy in 120 day. Some time i just fly by core words to get transmission and quickly reason to go out again.
Take note and drop by Pirate, LP stations and lastly bluebot sites, they supply you everything. Their comm provides missions to chain more, and vice versa if you get comm for no reason in hyperspace outside, that means the system under you had comm and likely a station is there. You will get such info way before they are mentioned to you if you trip all the time.
efficiency overhaul and solar shielding is standard until you. Salvage rig eek out extra supply.
And plundering infinite wild gas stations of pirates and LP make you unbound to any core world or colony. Poping them just make them relocate some where else. And it is good to know what is used by alex to annoy player is now abusable and conveniently placed in the middle of butt frick no where. And I dont think any fleet can be so large that they cant live off the ordo farm.
ziggy defeated
casualties: yes
Got 2 Centurions for my early game shield wall and thinking of how to upgrade them. The focus would be survivability and staying power, so I was thinking of Buolding-In Hardened Shields, Reinforced Bulkheads, and Hardened Subsystems. Maybe replace the Tactical Lasers with another pair of Railgun and Light Assault Gun.
Advise?
You don't need fill every slot with weapon.
Instead of Hardened Shields just put op into capacitors. And convert shield to a frontal one, maybe. I really not sure if Bulkheads will help you in any capacity.
Swarmer missile works decent on frigates against both fighters and as a HE damage, so you could focus everything else on kinetic or emp.
Another one. Rate.
try it with ion/grav beams instead of lances and pulser
should complement ballistics nicely
complete and utter mismatch of weapon ranges
puke/5
Oh, yeah? Well, look at these.
goddamn eagle is just an awful ship
i hate even looking at that piece of shit
This is reasonably good build for shorter range from bigbrainenergy youtube channel.
>XIV
>3 smods
>smods
>AO
>reasonably good
this ship is just unredeemable
It really can't fill any role. It suffers the most from being a jack of all trades. Every other ship leans at least a little into some kind of role, and they can earn a spot in a fleet that way. Eagle is just so painfully mediocre in every possible way.
swap the medium energy slots to the front hardpoint and the kinetics to the turrets then double the base flux dissipation and it might be worth using
What about making the frontal hardpoints into missiles, and making all the energy slots into ballistic?
this would make it one of the best ships in the game
Not my problem.
frick this Black person
>call him becuase i need help destroying a tri-israelite task force
>dumb Black person just sits nearby and refuses to be useful in any way
He's not all bad - I got him to throw himself at Chico so I could save my CR to rape Ava.
Of course, he walked into the minefield and his CR fricking died, but he still killed the station.
are artillery stations bugged, or am i misunderstanding them? after i defeat them, i can "survey them", then accessing the planet next to them i can fight them again, survey the planet, and its still there shitting at me.
What mod even adds them? i hate it when mods don't tell you what they add because "its a spoiler :)"
It's IndDevo that adds them, and they are currently bugged. That being said they were a shitty addition to begin with and they make exploring the outside the core a total b***h with marginal payout .
You can turn them off in the config file, god knows I did.
Sneak peak for next RS update: https://files.catbox.moe/xxpalk.mp4
Backend UI changes and more content coming soon. Was really busy in the past couple of weeks so updates were delayed.
Also, I swear like over 70% of modding advancement is hindered by Alex's needless obfuscation. The button alone took me an entire week to figure out all the reflections and whatnot.
>Can see fleet skills among prisoners now
Nice, really nice. You can use it to scout out good nex task force leaders now
>task force leaders
i thought nothing affected how strong task forces are because of game limitations
Dear Ludd...
What's the matter? Can't stand the sight of a strong Auroran woman getting strugglesnuggled[spoiler]?[/spoiler]
Nice.
Great stuff m8, I admit I wasn't sold on the xray vision originally but now I can see where you're going with it. Still some hiccups where the dick overlay is present on both the anal and veganal passages at the same time, implying you're a mutant with 2 dicks or are gangbanging the victim even when you're not.
Unrelated: would it be eventually possible to get not just their faction rank but also position on the prisoner list / inventory tooltip? Like, 'patrol commander' and not just lieutenant? Some special characters have special positions and this would be a good way for them to stand out from other slaves.
Coomer Chads I kneel
Do you plan on adding overlays for Female-on-Female and Male-on-Male action? Also, the usage of toys and other high-tech tools.
>grows a second dick for a moment
>The year is 2030
>0.97 is released
>Alex has added an additional 1 hour worth of questline content for the Sneedrian Chucktat and 2 new ships
>RS devs have added captain and rapeable officer avatars that can walk round their own ship, AI based officer romances that change depending on officer type and a finale to the Gate story which concludes with Omega sex
Ahead of us lies an eternity of rape and the seething of butthurt trannies
This is honestly reaching Snoot Game levels of irony.
>official dev takes forever to release one update
>bunch of horny anons practically make their own game in the meantime
The Com is too strong to be stopped, yet we still have many things yet to achieve. Like actually having rule34 tag for Aeria generated stuff.
>1 hour
it's barely 20 mins
he has 7 years this time so triple the amount for 1 hour
>There are Guardians scattered all over the galaxy
>You can't recover them in vanilla, thus making the Explorarium ships not have a Capital you can use
?????????????????????
Is it so powerful as dedicated boss ship?
Couldn't they gave it the same treatment as radiant, so it would take the whole automated budget with a beta core?
missile autoforge too strong pls understand
>make a hullmod that gives the ship 100% of its missiles back every TEN FRICKING SECONDS
>how could this possibly be a problem?
>Instead of just making this not comically quick for no reason, just make the ship that has it completely unsalvagable!
More moronic than the Radiant Tax.
>muh missile forge mattering when you get enough missiles from the 100% capacity increase hullmod and the 100% capacity increase skill to decide any vanilla fight
>muh missile autoforge mattering when medium and large missiles will generally never even run out of ammo before a fight is over given the 100% capacity increase hullmod and the 100% capacity increase skill
lol
this
morons ruin everything with some made up scenarios that never actually happen in gameplay
>100% capacity increase hullmod and the 100% capacity increase skill
Are a significant investment. You could pick a different skill/mod instead.
Autoforge is just here.
>Autoforge is just here.
>meanwhile you would need to advance the entire blue skill tree to recover the guardian, which you wouldn't even be able to pilot without another investment and actual waste of OP
Neural link is very strong though, a player piloted guardian would proceed to spam hammers and jackhammers nonstop until nothing is left.
>neural link
>strong
>even good at all
It's litterally the single worst skill in the game, what are you talking about?
Also,
>a player-piloted guardian would spam hammers
Is this a bad thing? That sounds actually fun, and certainly not much more broken than the Ziggurat's motes.
Nta, it is fun, but it’s not worth neural link, which is sad because Guardian likes to get itself killed and neural link in theory would fix that.
>all these anons talking about Guardian power.
>not a single one talks about the really awkward weapon arcs, and the fact it’s only engine protection is a single large mount.
>all comments on auto forge, none on the 450 OP.
>it plays like a really short ranged onslaught with a reckless officer you can’t take out.
Guardians have shit PD and get mogged by fighter and missile spam without escort. If enough frigates get into its engine it keels over. This is on top of being always reckless all the time. If it doesn’t die by the time auto forge gives you more missiles than extended missile racks, you’ve already won the fight.
>t. Derelictgay.
>Guardians have shit PD and get mogged by fighter and missile spam without escort.
isn't this why the default enemy build for them has double locusts?
Wut guardian is recoverable?
>you would need
>would
>autoforge is just there
>on one (ONE) ultra-rare ship that there are exactly two of ever
>that you can only get by killing it
If you have that mod that adds BPs for all the derelict and remnant ships maybe, but as rare as the damn thing is its like complaining that the motes on the Ziggurat are OP.
That said it would probably be fine and nobody would care if it wasn’t litterally 100% of your missiles in 10 seconds. Half of them back every minute would amount to the same thing but people wouldn't care and we could actually use the fricking thing.
But that's reserved for the "Alex isn't a moron" timeline.
>Are a significant investment.
bullshit alex even nerfed the missile rack because everyone and their mother built it in
Alex also forbid built-in SO because he gets violently sick at the thought of people having fun, your point?
>your point?
1 story point
Refunded, using meta currency to have fun is illegal.
which armaa ship has phase again?
https://fractalsoftworks.com/forum/index.php?topic=27284.0
Is this mod bugged for anyone else as well? The first bounty doesn't spawn for me and the other bounties don't give drop the hullmods they're supposed to.
Einhander and Einhander(P)
I don't think we're getting a Brigador sequel, bros
well deserved
>Character's personality can be changed, just like Sierra
>Portrait can also change when personality
That's actually a pretty cool idea.
Huh, neat.
why does the Persephone have a Rafflesya hangar bay?
Question everyone.
In your opinion, which faction will be most beneficial for Persean Sector people? (In morality)
Vanilla or modded?
Vanilla
Hegemony if you aren't making a faction.
The answer is simple.
Hegemony.
League is not fleshed out;
Sindria is going to fall apart in civil war as soon as Andrada dies;
Luddites support terrorists;
Tritach is a profit driven corporation.
Hegemony, at the very least, trying to set up semblance of order and law.
Independents are not a faction.
None-Total collapse and billions must die.
tritachyon obviously
diktat are the only ones bringing about homosexual novus. of course, you could argue being replaced by a superior race is a bad thing for the rest of the sector.
A Battletech mod would be neat.
anyone know where the storm generation in nexerelin is located?
i tried looking through the sector generation files and a bunch of other generation files but found nothing
mayasura just got wiped out in my playthrough laddies...
mine lost mayasura but survive on some shitty rock in the middle of nowhere allied to persean league and apocrita
The new colony hazard system is fricking moronic.
>Pirates haven't succeeded in any raids. Haven't disrupted any supply chains.
>MINUS 3 STABILITY. MINUS 30 % ACCESSIBILITY
>Build One (UNO) Light Industry, no AI cores anywhere
>LUDDIC PATH CELLS ACITVE
>select nexerelin agent
>internal mode on
I assume there is still some degree of criminal activity going on the planets themselves.
Light Industry one is weird, it should not generate any interest.
>start doing missions for the AI hoe that Nexelerin adds because I like robots
>realize far too late I can't farm AI cores for my future colony now without screwing myself out of reputation
fug
Even if you piss the Remnants off you can still be friendly with midnight curry or whoever the frick.
you can do her quests and then farm all you want
the other option is to farm right away and dump a bunch of gamma cores on her since you cant go below -100
Midnight doesnt care about your status with the Remnants
Just go to a system with a ton of planets, colonize everything, toss an alpha core on every station of whatever flavour you want to farm, give it to whoever you want to fight, and farm alphas forever.
What are these nexerelin agents referreing to in the update?
I get this error every time i fight a BB fleet from dassault chuckoyan
anyone know whats causing it?
213674 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.ship.oOOO.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.oOOO.void(Unknown Source)
at com.fs.starfarer.combat.entities.ship.oOOO.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.H$oo.advance(Unknown Source)
at com.fs.starfarer.combat.entities.ship.H.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
that log isn't pointing to dcp though
Wheres it pointing to?
i seem to have narrowed it down to picrelated, a wing from DCP
whenever i deploy this wing in combat it crashes
its pointing to the main combat jar, also
>magellan
oh... I havent tested magellan stuff too much
NTA, but I happened to have one of those wings in my inventory, so I equipped it and went into the simulator. It's either the fighter's weapon or the system doing it, I'm leaning towards the weapon.
Following up on this, the weapon file *looks* like it's trying to call a sound file that doesn't exist. I'll give it a quick edit and see if that sorts it. I could be wrong, I don't have much experience with this shit.
Yep, that seems to have fixed it. Go into the mod's folder, go to dataweaponsdcp_magellan_laservulcan.wpn
Open it with Notepad++, the bottom like should say something like "fireSoundTwo": "dcp_magellan_laservulcan",
Replace the "dcp_magellan_laservulcan" bit with "dcp_magellan_laserfire_sm" (you can use any of the sound filenames in the mod's sounds folder, this just seemed convenient and fitting)
Be careful not to mess up the underscores or quotation marks, and make sure to save, Notepad++ doesn't autosave or offer to save on closing. Lemme know if that fixes it.
I might be mistaken.
>it immediately crashes when I try to launch a pilum
What.
try using a vanilla sfx
Scratch that, the pilum was just weird timing. Might be the fighter's ship system, after all.
still crashes for me
the weapon sound did change, i dont think that was the issue
Yeah, it's probably that system they have, since they're able to engage for a little bit before the crash.
change its system for the UAF/SC collab unique wings one, bet it will work perfectly
i have no clue what the issue is
i swapped the ship system out for flarelauncher_fighter and it still crashed after a bit of fighting
I really don't get this. I just had them tangle with a frigate, they killed it, lost one of their own in the process, then waited for a replacement. No problems. Spawned in a destroyer to double-check and immediate crash. It might not actually be these fighters causing the problem.
I'm just gonna stay away from them for now.
>I'm just gonna stay away from them for now.
i guess thats the best well get for now
is SC/DCP still getting updates? i remember hearing that every mod community has banned it
No idea, I've only seen someone randomly link it in here a few times.
yes it's getting new updates
hell the very last one was for 0.96a
On the off-chance someone asks in this thread, here's the link from before:
https://pastebin.com/Q5tUGDDS
Where do the updates get posted anyway?
Not a clue, frankly.
theres a changelog in there
all the changelog says is that its no longer public
pic taken from 1.2g RC8 changelog file
i dont see any mention of where the mod updates get posted in there
oh... you mean where to get it
discord-only my boy
>discord-only
why do they do this
hey at least it isn't the mod mafia discord
to be fair its exclusive to the anti-modmafia discord
What happens if I join both discords?
Not much, USC still gonna ban you if you gonna speak too openly about /vst/. Corvus might not ban you, since some Corvus users are active anons here.
>they didn't fix the Bladestalker bug
explain
The ship system is fricked, once you use it on one enemy it will always target it even if they're dead
ah fug that sucks, Bladestalker is a very cool ship and deserves more love
https://github.com/Glywnok/Dassault-Chykoyan-Protectorate/archive/refs/tags/1.1.4.zip
On the Spaceport Corvus Discord
>look at that GitHub
>Dermond Federation
>look at that lone png
>mfw
KEK
>demon core caught slipping
Anyone else have those few planets you cherish and keep from harm for no particular reason?
Like, if there's a pirate activity there, remnant raid or some buttholes sending an invasion fleet, you come to their rescue and if the planet is ever captured you return it to rightful owners.
For me it's always Miraath, Gilead and sometimes Laicaille Habitat.
It's not even about factions, because there's hardly a playthrough where I haven't raided Kazeron to ruin.
I don't know what compels my autistic ass to do so, but may Ludd have mercy on anyone who dares to touch them, for I shall have none.
Fikenhild because it’s politics sound utterly batshit.
>having a prometheus tanker as your largest ship
Not sure how to feel about this, but it works. It's a nice find to begin my space truckin career.
Where is this Balashi character from PAGSM? Multiple contacts mention him, but I don't see him in any of the Diktat markets.
andrada
Thanks.
How high was the Hazard Mining guy when he made the Remnant Heavy Blaster?
where can I get access to the Spaceport Corvus Discord?
Every so often I get the urge to go back to Starsector, even though I've played it to death.
Are there any similar games?
star trek: starfleet command 2: orion pirates
i don't actually recommend playing this
Will it kill the urge for a bit, at least?
maybe
Mount & Blade (Floris-ed)
>HMI
>visit Opuntia
>fight a FAT [redacted] swarm
>forgot to turn off screen flashes
>
how do you turn off screen flashes?
the thing in the settings file doenst work for me
in-game settings
># no longer used, replaced by checkbox in Gameplay Settings tab
i swear you Black folk do not read anything and then complain things dont work
this is why modders should include a file in the folder that crashes your game instantly if you dont delete it like you are fricking told to
>create an empty mod several version ago that i overwrite the base setting file so i don't have to redo it after every update
>lazy dev bypasses the setting by adding yet an another switch for it, and instead of linking the two, despite both doing the same thing, and other variables that are in the ingame settings tab can be changed through the file (like battle size)
>somehow it's my fault that i assumed the dev isn't a complete moron for not doing the above
it's my fault that i assumed the dev isn't a complete moron
correct the dev is always a moron and you should expect it
>130,000 payout
>for a fleet that contains 2 ragnaroks
seems fair
>Stealth minefield: circumvented
>Chicomoztoc star fortress and mortar stations: nuked
>Planet surface: tac bombed
>Prissy nanoforge: stolen
>Fleet: emergency repaired
>Ava: summoned
Yep, it's rapin' time
>doing legio rising cause why not
>unzip solvernia
>le epic boss music playing
>win fight easily
>reload pre battle save
>turn ingame music to 0
>blast fripside's only my railgun on loop
>initiate combat
>le epic boss music playing
Kek please tell me it doesn't play boss music during the battle
I wish it was a joke. There is an extended variation of the legio hostile fleet music that plays just for the legio rising bounty.
>change it for clowncore - computers
>go for it
>rejoice in glorious destruction of noah bullshit fleet with rough jazz
>fripside
man of culture
>basedvernia
forget what I said
any idea how to trouble shoot the the game crashing on start up due to an error trying to load a specific .png image file (probably for a ship)
I have not updated any of my mods and the game has not had any issues launching up until this point, was even playing earlier today without issue.
[Thread-8] ERROR com.fs.graphics.for - Error reading PNG image data
javax.imageio.IIOException: Error reading PNG image data
that is the error at fault from the crash log, there are more details afterwards but its just a mess of internal java references that I don't have the knowledge to understand, looking through it there is nothing that stands out.
solved
seems as if a .png file in one of my mods became corrupted or otherwise unreadable by the games java install.
very strange
what the frick is going on with the blade breaker ai
Are you supposed to find Barrow the angry robot just by exploring or do you get led to him through a quest?
exploring
This Alpha core I put on a HMI shitmined hull is a kind of a b***h but she's good at everything else
portrait?
It's just derived from the thirstsector AIs
I have a habit of giving every Alphacore I integrate in my fleet a unique name and portrait by editing the savegame
haha thought so. respect.
Hey someone should make a mod for that
What if I used tac lasers as PD for big ships?
Unless you hullmod integ. point defense AI they wont target missiles. Tac lasers are pretty lackluster DPS in general though, even as long-ass range PD
you dont put pd on large ships you order an omen or a monitor to follow them around and do a way better job at it
As if they were even real lasers. The moronic beam extension time they have makes them dogshit for PD.
If you change the awful 2400 beam speed in the csv to one of the insanely high numbers some of the other beams have maybe it will be ok.
>laser doesn't even behave like a laser
For what purpose. Will we have missiles that are unguided or guns that don't shoot bullets next?
What's the point of giving something the name of an actual technology or concept if it's not going to behave like it's namesake.
This goes for those Starwars-ass "pulse lasers" as well.
>Will we have missiles that are unguided
Reapers exist man
There is no such thing as an unguided missile, missiles are guided by definition. Torpedoes can be guided or unguided weapons. The Reaper is literally called the "Reaper-class Torpedo."
It's inconsistent though because Alex is a homosexual. There are weapons that are called rockets which are by definition unguided which makes sense, some unguided weapons are called torpedoes, but weapons being called missiles or torpedoes when they are guided is seemingly at random.
akshually
Still not standard military parlance. Guided rocket is an ancient term superseded by missile in 99% of cases that aren’t some conversion hack project refusing to use proper terminology.
something tells me I shouldn't recover it
>maximum burn 0
Just buy a tug lol
frick that I'm okay with this beauty
>fps 17
>AIslop from lunamun
Use this instead bro.
>Once again, the AI delivers on jank, yet presentable art
God, I love you coomers.
Why does AI keep giving her long hair?
https://files.catbox.moe/tjxoz2.png
it has better taste
am i just moronic or is this boss fight literally impossible without console commands
and its difficult even with console commands because kill and nuke dont work on it
i had to disable its ai to kill it
What an ugly as sin sprite.
yeah
barghestgay if youre here try soloing this boss with your barghest
sounds like bullshit
also I'm currently playing 0.96a so no ultrabusted Barghest
>do that one nex remnant mission where you have to defend a nexus
>have to defend an indevo missile station controlled by the remnants instead for some reason
>missiles keep overloading my ships while leaving the hege ships completely unaffected during battle because the majority of their ships are long range artillery
>mfw
I suppose this is what i deserve for not disabling artilery stations. Just used console commands at that point because frick that bullshit.
Is that the ship with the system that literally allows it to clone itself?
No way you're supposed to beat it normally unless you use some other OP mod bullshit yourself.
>Is that the ship with the system that literally allows it to clone itself?
yeah it clones itself every time it phases and anytime you manage to hit it it swaps places with a clone
also it has a cautious officer causing it to run away the entire time
and trying to use the nuke or kill commands on it just returns an error
Is that from Appropolight?
Epta consortium
Is there a mod ship that's essentially a giant shield generator?
Little more than a few PD weapons, but with a massive frontal shield that extends to the sides further than the ship is wider, essentially as a cover for other ships to shoot from behind?
Like a giant Monitor of sorts.
one of the derelict expansion mods adds a ship just like that
The Star Federation's Perseverance class does that, but as bubble and it's pretty well armed. Neutrino had a capital-sized frontal shield generator, but that mod was buggy as shit and has long been abandoned.
The ED Shipyards Retriever-class Rescue Nurse Ship sounds like what you're looking for. Not completely defenseless though iirc.
>check out mod because some of the concepts seem cool
>phase ships without coils
Yikes
vegana dont have coil
dolphin veganas do
Literally the monitor if vanilla
StarFed ships if modded is what you're looking for
Neutrino has one of these
Why isn't there a ship where you strap a bunch of mech on hull to serve as ship's offensive like pic related?
Because it would attract attention the size don't make sense if you can fit power supply, weapon with a good arc, armor, let alone shield, in what is essentially a small cargo room.
Abstraction only go so far, like anti-grav to land on planet.
Didn't Alex spazz out and declare that specific illustration was non-cannon despite leaving it in the game when this was pointed out?
It wasn't alex, it was the artist guy.
I can't believe people still have this pic. This and the picture of the Falcon which someone put "shut" on are probably my two earliest contributions so Starsector.
that wouldn't be very cost effective
is that frame from unicorn? they should be using an old Zaku for that job not a geara zulu
Any upcoming mods or mod updates I should be watching for?
Industrial evolution bugfixes up to the current patch...
If I take a commision, will a faction allow me to colonize planets on their systems?
Yes
But core world planets are always shit
There's a gas giant I really want that's like 6 light years from my colony.
+ 2 on volatiles and 175 % hazard.
Sounds like shit
You can probably find one way closer with 150% hazard
Nope.
ludd was a schizophrenic, homosexual la-la man
Why are the starsector mods all over the place? Some on forum, some on discord, a few on nexus and then there is also github, chink site, here and who knows what other place where mods are shared. It could be fine if there is someway to access them all, but some of them are exclusive to one place
>Order ship to do something
>It has like a 15 second delay in attempting to do that thing even though it's not engaged with anything else and has 0 flux
>Give ship order to retreat. 5 seconds later it jumps inside the enemy formation and gets blown up
>You have a limited amount of command points for moronic fricking AI
This game is a joke.
>order fleet to full assault against literally 4 ships for a bounty
>they immediately frick off to grab points of interest and get lost in the fog of war while the entire enemy fleet escapes
Sounds like bullshit. AI ships from your fleet will never grab points without an order, and Full Assault automatically clears all orders.
reject the /st/, embrace super ships
>run out of CP
>you basically cannot enjoy playing most of the game anymore for that battle
>they recover so slowly that if you run out you won't actually be able to do anything because you need at minimum 2 to be able to change orders that aren't working out, or you could lock yourself into bad states (which may already have happened if you ran out)
>you can't even order a ship to retreat for free unless it's running out of CR
>armor and hull integrity is irrelevant, it will fight to the death just because it has CR
>run out of CP
Yeah sure you will when you're in jail
I'm not sure you understand how the order system work.
It's not like typical RTS where your unit are suicidal unless micromanaged.
You can give individual order "attack that" but the ship will not totally ignore if there lot of unit around it and will consider its flux level & stuff.
It will however get around the other threat and maneuver to only attack that target.
Note that almost every orders turn global, if you ordered to attack a ship = you also ordered the whole fleet to consider that ship a priority target.
See
you must have done something wrong.
I'd recommend to never give direct order unless you get the hang of global order.
Typical battle for me:
>pause
>select group of ships and order them to defend 2 positions on what I guess to be the enemy trajectory
>send the small one to capture point (NOT ASSAULT)
>1 CP used
>wait until enemy are in sight
>pause
>put global attack order on all the enemy ships I want to see destroyed first
>1 CP used
>see my fleet focus fire on the target and annihilate them
>pause
>cancel the defend position orders
>attack order on the next batch of target (typically all of them)
>give some ship move priority move order so they block enemy escape
>1 CP used
>see how it goes
>cancel move order for ship who default to the attack orders
>cancel all capture point
>my entire fleet now pursue the enemy
>no CP used
Only 3 CP used
Are you giving order to individual ships?
You mustn't do that, you need to give order by batch then wait how it goes
also you can CANCEL orders for free without CP.
Think of it when you see ships trying to follow a now unwinnable order, who could instead fall back to the previous one if you cancel the unwinnable order
>give order by batch
This is the shittiest part. I do not enjoy pausing the game and interrupting the flow of combat because of the timer forcing you to if you ever want to give ships orders.
You can look up if the timer can be made longer if you are the sort of guy who never pause even in solo RTS.
Certainly some mods to remove it entirely.
Many of us don't like micromanaging braindead units, especially since you might be flying your own ship.
The Command Point system let you imagine it was all a strategy and you don't need to tell everyone what to do.
these are literally my settings too
How are you even supposed to defeat the Remnant+Dorito order?
They vastly outnumber you, they send a shitload of destroyers to cap all points, and if you even manage to hold off the onslaught they send the Dorito at one point which you can't even taunt with a frigate because it's so fast and they still have a shitload of cruisers and destroyers that will intercept your frigates before they even get to the Dorito.
What the frick are you supposed to do?
>All these posts about how AI and commands are shit and useless every thread
I could never really relate to any of that honestly. Sure, the player's the best at creating local superiority and pushing, but for regular fighting, skirmishing, and flux management the AI is very competent.
I set 2-3 guard points at the start of every battle, use direct retreat to correct someone Titus-Pullo overextending into an enemy fire envelope, and never have any problems.
Might just be a ship build issue; I build my fleet for speed and mobility, so I guess commands feel a lot more reactive.
>using a webm of a hilariously broken modded ship to prove your point
I didn't know ArmA improved ship handling AI
>Regular
Who fricking cares about regular?
Oh wow I can push in some random bounty or pirate's shit in. Amazing AI.
But then you get pushed into a corner by bullshit fights and see how fricking moronic the AI and command point system is.
When I mean regular fighting I meant a regular line battle engagement, not a specific type of enemy. It's still effective against story enemies or nex special taskforces and vengance fleets s-modded to the gills as it is against pirate trashmobs.
What exactly are you having trouble with? Doritos?
In that case you'd better change your tactics a bit, put a lot of guard orders close to each other so the fleet sticks together and synergize their PD to take out the fighter swarms coming out of the corpses.
>my supership with more mobility than a tempest styles on a ship with a crippling weakness to anything getting behind it
you sure showed us anon good job but then again you use moronic mods like that so its no surprise
I have no idea how to deal with that fricking dorito.
Since it comes after my ships have been fighting for so long it just waltzes in and sweeps me.
you bawd is out of position, leaving your astral wide open for the taking, pilot the Onslaught next time
Like it would matter.
The Dorito just picks everything off one by one.
Why are you piloting a fricking Shepard?
It's the best ship in the game.
not when fighting Omega
The monitor will not help in any circumstances in that battle.
then what the frick the shepard gonna do? The monitor can tank Omega while your fleet mop the remnant fleet and then focus on the tesseract.
How can it tank the Omega when it can't grab its aggro because of the shitload of other ships they have everywhere?
like the other anon mentioned, get a monitor, but draw remnant agro instead since they're mostly using beams and inefficient energy weaps, let the pleet pick at the engines, when the dorito rolls in you draw the remnant away, for real this time and give your fleet and doritos some time alone.
your fleet CAN kill a dorito without you there, right?
if I delete the weapons folder from a ship mod (amazigh foundry) will it cause problems?
I don't want these weapons cluttering up my shops
yes, I haven't done it myself but you have to clean up the faction files that's using the weapons and replace them with vanilla ones
>Just a regular bounty battle.
>Onslaught is fighting something.
>My Radiant comes from behind and tries to shoot the ship the Onslaught was fighting.
>All the Reaper torpedoes it fired hit the Onslaught's engines, instantly overloading it.
AI WARS 3 CONFIRMED
How long it takes for factions to erase each other in nexerelim if I just leave them be?
How many NPCs have unique RS interactions so far?
As many as there are NPCs with unique interaction with TakeNoPrisoners
Speaking of RS, I have a little suggestion for it
>pick the "rape her" option
>she's shocked
>back off instead of doing anything
>nothing changes
I reckon you could do something with that. Like, a Reckless prisoner eventually getting fed-up and just yelling at you to do it already.
Or a romance path where the Officer opens up to some noncon roleplay after you do it a few things, like they get a little more excited each time you drag them off and then get cutesy with them.
Here's a writing suggestion:
You yank her off the hallway, into a storage room, and then a little further, into a narrow maintenance corridor, rarely travelled. The flux conduits run close to the walls here, and the heat is sweltering.
[Officer Name] lets out a giggle. "You keep doing this, when are you gonna do something about it, huh?" Her mischievous smile is met with a piercing stare.
"Oh, right about now."
"Wha-"
You unceremoniously grab her by the shoulders, spin her around, and plant a hand on the nape of her neck, shoving her face-forward into the wall.
You're rewarded with a surprised squeal.
Your other hand starts hiking up her skirt. It's met with some resistance, which finally gives way when her ass drops out of the hem. It's a glorious sight. Her panties vanish down to her ankles a moment later, and the hand you had on her neck slides it's way around to her throat.
You pull her face back and up into yours, and she greets your kiss with an open mouth.
She gives out a muffled yelp as you enter her without warning.
"I didn't even hear you unzip!"
"My dick is augmented."
>"My dick is augmented."
>"My dick is augmented."
The lack of Deus Ex references and memes is a travesty and a crime
You're literally doing God's work here, keep it up
pretty sure its just Ruka at the moment
and her stuff is only for the non-rape side
the virgin Guardian vs the chad Reprise
Go home Hegemony Joe, your overlords don't care about you, stop fighting, our cause is just and yours only feeds the industrial hegemoney complex
How are you, Hegemony Joe? It seems to me that most of you are poorly informed about the going of the sector, to say nothing about a correct explanation of your presence over here. Nothing is more confused than to be ordered into a war to die or to be maimed for life without the faintest idea of what's going on.
>Actual RP schizo forgot to take off their namehomosexualry
I don't even understand what I'm looking at anymore.
>he doesnt recognize Hanoi Hannah
ZOOM ZOOM
nta but I doubt most kids or adults under 50 would remember hanoi hannah. Slightly more likely to recognize Baghdad Bob but not by much.
dude, Battlefield Vietnam
never heard of it, I don't play cod or bf
Our Hegemonic government is united in its determination to take all necessary measures in support of freedom and in defense of peace in Askonia
>join corvus for SC updates
>SC was removed from corvus
>find a link to the mod creators github
>SC is no longer there
its over
the discord mafia won
why would you want to use some soren garbage anyway
ask mael for it
https://pastebin.com/5yYFLDx4
>SC removed
>removed
>he thinks its been removed
>he lacks insight
>he lacks critical information
>he didn't eat the madman's knowledge
Oh no no no no
grant us eyes, anon
Try to read the post just below the one that said that Conclave was removed
protip: do it very carefully
in short: try finger, but hole
Mayu(or whoever is currently updating SC), I will patreon you 10 bucks for every (moderately big) Sephira Conclave update you drop here
with love, a fan with too much money and too little common sense
not joking btw, I WILL pledge support to the mod if you post them here
and for proof of my dosh... here's my irl car, a fully restored 1952 Mercedes-Benz 190S
>torchships not updated
>bootleg it
>replaces half the roster instead of adding to it
oh well
mods are bala-
literally worse than reaper launcher
>mm-m-muh infiinite ammo
yeah once every 286 seconds lmao
guys look, heres me completely wrecking in a random battle with it
watch how even the frigates around the venture explode
Then, look, it only takes one torpedo for the gryphon to ACK-
Rift torpedo launcher is way better than this and its not even close.
homie what are you talking about
>requires a large missile slot
>35 op
>over 1 minute cooldown between shots
>over 4 minutes to reload a single missile
Luddic Church has a perfect ships for these. It can equip 3 semibreves.
>mfw FlyLo FM wouldnt feel out of place in this game
so... where do i remove the automated ship penalty?
adjustable skill threshold
ty
i'm tired of being unable to use over 2 black lancers without being memed by the CR, AIs are really suicidal with that ship so i don't see the point
I have absolutely no fricking clue what happened to DME that it's now off the forums and I don't really care for the details
All I care to find out: are there any files out there of the mod at its last available version, or is all that remains just a bunch of wild nonsense that either modifies the base DME/uses it as part of a bigger monstrousity?
yes to all three things
also frick dme, shit is only good to use because you need it for the real cool beans: BB+(aka SC)
SC?
DME may be unbalanced in several aspects but I simply loved them for the vibes and style
>SC?
since all that autists mods are dead since he sperged out and quit someone took all his mods and continued to update them and add new shit to them under the names Dassault-Chukoyan Protectorate and Sephira Conclave
and SC is way better than the blade breakers from his mods ever were
>Sephira Conclave(formerly known as BB+) basically mixes Blade Breakers, Iron Shell and UAF in one smol faction that doesnt even have a planet, just a station in bumfrick nowhere south central behind a fricked up planet that acts like a star if too close AND the main star is a neutron star, it has portal and tons of recoverable shit though)
>supposedly made by Mayu (the Special Hullmod Upgrades guy), dont know if I can trust modinfo.json, changelog and credits lmao
>kinda cool ships+hullmods+cool officers(specially if you have TNP/RS) with unique skills giving extra bonuses if bb/sc/nr ship
>even gonna get a fricking "collab"(doubting its actual collab) ship with UAF via questline (the ship is kinda shit so btw, checked it myself)
>its not loweffort at all, in fact everything so far seems pretty fricking nice and not that easy to grind (except the guy who buys metals at 200% and no tariffs, that one is literal free money)
wild how the last point is the fricking best of them all
also funny how the guy (me) who supposedly doesnt play the game according to some homosexuals actually knows shit bc I basically play in a gametester way for some autistic reason
thanks for reading the whole Sephira Conclave enchilada
>Blade Breakers, Iron Shell and UAF
what the frick do you mean iron shell and uaf are not made by soren why would they be packaged into it
you misunderstand it, its using elements from the mods but not being part of it (beyond being a dependency of DCP)
How do you get the UAF BB+ mission? I never encountered it in my playthroughs
you dont, the ship is in the mod but the mission isnt
you aint missing much anyway I console command'd it to check it out and it wasnt much, just a basic-ass cruiser with uaf hullmods and unique sigma minelayer drone wings
>UAF
Stopped reading right then and there
Low effort waifu shit is only making its way into my modlist as a punching bag faction for rape correction and nothing more
Basically this
That is after deleting all the obnoxiously moronic loading "tips" that UAF adds
honestly same i added UAF because i want another faction to conquer, i dont care how big your breasts are im invading and war criming your lands
>Low effort waifu shit
What would High effort waifu shit be?
Shitposting aside, it would be UAF.
Iron Shell.
ArmaA addon soon.
Unironically Iron Shell
RS.
>go hit Ned Ludd
>only Bladebreaker supercapital and a Barghest modified to become a SC/Neutrino hybrid
>he nearly destroys the Supercapital
wew lad BB and Bultach supercapitals too OP pls nerf kek
you better don't read the credits file
>wild nonsense
It definitely is that, but it's also fun
What's the point of buing Storage space in Core worlds when the game gives you three abandoned stations to store your stuff in for no charge at all, while Factions charge you a monthly fee to store your shit.
Can you be robbed? It would make sense for your stuff to just be taken if you leave too much stuff in one place, with larger hoards attracting more attention. Even the player can steal some ships from Core worlds with a few marines on hand with those Bar missions.
The only use it seems to have is being the place to collect the ships/weapons you ordered from your contacts.
Its practically cheating. The Abandoned Station is right in the middle of Jangala. You'd think someone would be curious as to what may be in it only to find millions of credits worth of goods, weapons, ships, and cryopods completely unguarded.
> Right in the middle of Jangala
Corvus, I mean. Orbiting Asharu.
>he doesnt leave 5000 crew supplies and fuel to larp as those ships being crewed to defend the station
It doesn't make sense if they're not paid. Those men are on cryo pods waiting to be conscripted by whatever sociopath Spacer takes them out of cryosleep and puts them on an Overdriven Hound.
They're as helpless as a Coughing Mayasusan Baby against an Orbital Bombardment.
It's vanilla so it's not cheating :^)
>Its practically cheating.
It is but I'll take this Quality of Life & Larping until you invent a new gameplay which isn't a constant money sink.
I find sillier to be able to create a colony and a faction as you wish.
I'd gladly sacrifice the ability to "store" crew/marine and pretend it is a secret base you have to always enter your storage area in Go Dark mode else it generate a mission where you need to retrieve the stolen good (you had a tracer in)
>I find sillier to be able to create a colony and a faction as you wish.
Yea, all these established nations and you can just make an entirely new nation in like 3 months out of the academy. Sure they send you to probe planets, but unless you get random AI making new nations, it's just fluff.
>Can you be robbed?
my stash is guarded by 10000 marines who are paid 0 credits for their service
also a giant fleet of random ships i would maybe possibly use some time in the future
I wish the game scaled back what the player can do, compared to the established powers.
Like, you exist and operate at the mercy of them, and can snuff you out no matter how many capitals or marines you have, since they had centuries to acquire more. The "big" fleets you interact with? Street cops, compared to the combined military that they have in reserve, too expensive and valuable to flaunt at random nobodys.
With all the colonies you could ever build, your highest aspiration would be to one of the independents, marginally more useful alive than the effort it would take to end it.
Assaulting their industrial base would THE endgame challenge to be built up to (acquiring ships, allies, political capital provost style...), followed by basically an exile from the core worlds, with bounty hunters out for your most wanted head, and if you actually show your face in the factions turf, then within minutes of entering a system an unwinnable battle of retribution would fall on you.
It wouldn't have to redo everything, a few show of true force, like witnessing the factions actual militaries clashing in systems with dozens of huge ass fleets (modified to interact with bascialy non of the games systems and other tuning to make the game not shit itself), engaged in battle you can't even approach, let alone participate (again, to not melt the engine). Or when you screw the pooch, let there be unwinnable battles (reinforcements spawn until you are done). Slap a couple zeros behind every planet-made commodity, but make some excuse to say, they only allow 1-10% of stocks to be traded to any single fleet, so you cant buy out entire systems worth of fuel. (also, upgrading your "allowance" would be an organic way to advance your character and fleet, and to have perks of being in a factions good graces)
I kinda agree.
I don't see why next doesn't just put a flat 5x modifier on hegemony fleet spawns or something. Feels kinda stupid to be facing the largest empire in human space and they'll send expeditions and invasions to your week-old colonies one-by-one to be destroyed by the player
true the game should be more about finding your way around the powers that are far greater than you
i have found that this is somewhat the case if you never settle colonies but even then you become too powerful too easily
I'm not so sure. Everyone fluffs up how large the Hegemony & the rest of the factions are, but lorewise we really don't see that many sizeable fleets show up, nor did we really receive hard numbers on the size of the various navies. Hell, it almost felt like full capital ships were going extinct, if some of the main menu missions are anything to go by.
some of the lore in the missions are interesting to read like forlorn hope where Tri_Tachyon lost one battle ship stopping an entire fleet and had the fleet director fired even though he saved the Tri_Tach fleet and the planet killer they had, or in nothing personal where for some reason the Hegemony is recovering the bismar witch is just a normal ass onslaught and treating it ass some top secret scheme that they destroy o whole civilian survey fleet to stop the news getting out. battleships in lore are treated as this game changer that the greater powers have few of and how just one getting recovered is going to big deal but in game and to us they are nothing and are everywhere and in every market
Maybe it had to do with ressources back then, can't transport minerals & stuff to shit battleships if you get raided to oblivion by Tri-Tach or these specific missions happend in a stage in the war where everyone barely got anything to spare
that would be fair, if this was the first AI war, when the Hegemony had just barely gotten here and set up a government but both mission take place in the second war, witch was only 15 years ago by the time of the start of the game how did we go from battleship are rare and powerful gamechangers to being everywhere in only 15 years when things have only continued to get worse for the sector over the last 200 years
Meh, most missions seem to be based on the early lore of starsector where the Hegemony was said to be the only faction that could even field the Onslaught due to the logistical demands.
I think it's just a matter of David and Alex never bothering to redo the missions even if the state of the games world has progressed significantly since then.
the early lore never had the AI wars even be a thing, Tri_Tach and the Hegemony where always just fight each other weakening as time passed. the Ai wars were added to the lore to justify the remnant being a thing. So they had to change the missions once already
A few patches ago Alex did reduce how often capitals showed up in faction fleets.
I'll definitely agree that the fleets we see in-game are way out of sync with what the lore suggests we should see, what with someone defecting the Hegemony with several onslaughts and full escort 4 times a year. That said, I don't think the story missions are all that unusual in how they treat ships. In the case of the Bismar, that was a combination of Hegemony propaganda (salvaging the ship and renaming it the Phoenix) and infosec (not wanting to give away a planned attack from a hidden vector). In Forlorn Hope, I think that was more of a "Tri-Tach executives are greedy idiots" who pulled a "Yes, you saved the fleet, but did you really need to lose a paragon in the process?"
Isn't that a drawing from super early in starsector's development? I always assumed it was a sketch of something that eventually morphed into the onslaught, although now that you mention it the general weapon layout does more closely match the modern eagle or falcon.
>"Tri-Tach executives are greedy idiots" who pulled a "Yes, you saved the fleet, but did you really need to lose a paragon in the process?"
Would make a lot a sense, considering that Tri-Tach's internal politics are literally office politics.
This is why my favorite part of any early game run is following a massive invasion fleet into an enemy system, and having them just slam ships against eachother while you scavenge and pick apart the leftovers.
>I wish the game scaled back what the player can do, compared to the established powers.
I'd start by having Colony creation a part of a storyline which would exist to build your fame and reputation, you wouldn't be the leader, you would be the guy who helped a tons of well-known people (before they get killed in 4 simultaneous shuttle accident)
PLUS having a Cryosleeper ship as the main deciding factor.
Millions of cryosleeper waking up in a strange world, they band together and they only know that one captain (who happened to protect them from anti-sleeper fanatic or Hegemonic dictator)
The idea is to make you a VIP for a thankful population of smart/trained people who may not let you rule everything but respect your knowledge of the Sector to let you chose planet/industry.
In exchange for the loss of easy colony, you gain the ability to create your own (custom) star fortress like all those pirates do. + a mechanic so it break even but isn't a good source of money and can't produce ships.
>who may not let you rule everything
Why would you allow them such freedom? Just kill every protester.
>isn't a good source of money and can't produce ships
Pretty much the only reasons to create a colony.
>Why would you allow them such freedom? Just kill every protester.
Because Mr.Andrada-junior you do not have the manpower in cowed minions and unpaid marines to effectively control a population that outnumber you by 100x, to prevent your shuttle's landing pad from exploding.
So don't be greedy, accept reasonable amount of (clearly undue) respect or they will stop making you free ships and join the Tri-Hege-Dik-Luddic-Leagues.
>Pretty much the only reasons to create a colony.
I'm talking of an alternative to storing your hundred of alpha cores, armada of heretic spaceships, lost-tech artifact, kilotons of harvested organs, corrupted nanoforges, pristine nanoforge and unpaid marines army in an abandoned space station everyone know about.
After the campaign you access to every gates, meaning any system with a gate is a safe haven to store your ship without being followed.
Just add a little bonus: make it somehow produce food/supply at a fixed rate and it would remain balanced.
>don't be greedy
As long as I am capable to defeat entire hegemony military and not lose a single ship I will accept nothing short of total submission.
Ah but anon... you are only able to do that because of the implicit support of every other factions.
Who do you think keep the Hege spy among your officers from poisoning your food?
You only live because it is too bothersome to kill you right now
so is this a 10% shipwide stat debuff or just a cr/ppt debuff?
It's a 10% shipwide stat debuff. The only thing legio shitheaps are good for is eating semibreves.
alright quick question /vst/
how many of you would actually give a shit if I tried hosting a playthrough where /vst/ lurkers make basically every decision while seeing how long it takes for someone to make the wrong decision that ends up fricking up the entire /vst/ fleet
it'd probably be in a new thread since this one has an expected remaining lifespan of like 2 days, 3 if we're being generous
specifically, the following things would be left to lurker input:
>character name
>character portrait
>ship naming
>bar/contact/intel screen missions chosen
>ship purchases
>officer hiring
>market purchases, maybe (besides obviously stocking up on supplies, fuel, and crew when needed)
>who we commission with
>where the player fleet travels to outside of mission related shenanigans
>perhaps faction related stuff if the playthrough doesn't crash and burn before a colony can be established
of course, all decisions made will be required to be within reason so very obvious attempts at sabotaging other lurkers' attempts to get a fun story out of inmates running a space asylum will be vetoed
is there any demand at all worth starting a thread for? i'm not going to make the thread entirely focused around this hypothetical "/vst/ plays Starsector" thread idea as I won't mind people just discussing the game when I'm not actively playing the /vst/ campaign
I might put on a tripcode during the campaign if anyone thinks there's a good reason to do so (currently the only reasons I have are making it obvious who's running the playthrough so anons know who to send their decision making replies to, while also denying "HA HA HA DISREGARD THAT I SUCK wienerS" posts that would happen with only a nickname and not a tripcode
with that said, is anyone in this thread actually interested in my sketchy thread concept?
>tl;dr pls
basically, i'm asking whether or not having an entire thread controlling 1 starsector campaign would be a good idea or a bad idea
It would be a shitshow that would end before this thread is even on page 10 i trust no one not to be a moron
it could be fun but it could also be full of people trying REALLY hard to skirt the line of intentional sabotage and do shit like insisting you buy 15000 ores because "trust me bro"
which is why I'm going to make liberal use of veto powers if it's obvious that someone is trying to grief the playthrough
i'll probably tolerate stupid decisions as long as they're not requested for the sole purpose of worsening the /vst/ fleet's ability to do anything
as for the risk of people griefing via insisting I buy excess destroyer+ ships I don't have the crew, supplies, weapons, or money to operate, I'll probably impose a restriction that limits the amount of ships of each size category based on character level, which could also make things interesting as it'd mean I'd have to make the most out of restricted fleet composition
exact numbers of each type would be TBA but frigates are going to stay unlimited and every fifth level (will set my level cap to 25 via mods) will unlock a new ship size category (in ascending order: destroyers, cruisers, 49 or lower DP capitals, 50+ DP capitals) which will be my main method besides vetoing of preventing sabotage by excessive ship purchasing
although if people really insist on sabotaging things, I could setup something I'll call the "wheel of oh frick" or something similarly named, where people can request things to add to the list (beneficial or harmful) that will be put on https://wheeldecide.com/ with the winning result having its effects apply to the entire playthrough
run significant events (reaching a level that's a multiple of 5, founding the first colony, completing major quest chains like usurpers, galatia, modded shit, etc, or having a ship size category unlocked) would have these results be permanent if applicable (or it'll get rerolled if I can't think of a way to make something permanent), while minor events (level ups, colony establishing after the first, sometime after the start of a new thread, etc) would only have the results last until the end of the thread
>buy 15000 ore for 1 credit
>sell it for 2 credits
Literally doubling your money bro. You should definitely be investing in the ore market bro.
It's nice to know this game do actually reward scaling up your fleet for massive quantities
It's not always the case
Many game treat ore as another resources you use handful quantity, game mechanic and all.
>kanni selling for 1/unit
>Kapetyn buying for 12/unit
It’s space truckin’ time.
Worth a shot, but I'm not sure I'd have much faith in it. Than again, I guess that's part of the fun.
How about pbem? Post a save file and others take turn play it? Viewing is not conflicting but there needs to be a way controlling conflicting save submission.
hmmm, I haven't considered that until you suggested it
a succession game could be an interesting alternative to my proposed format of "1 person playing the game, the rest make pretty much every decision that could be feasible to leave to the audience
although this will probably require trying to get people to sync their modpack so it'll work properly that's the easy part as I can just upload the mods (and the specific versions in question) as a bundled .zip folder, but the hard part is syncing external mod configuration (lunalib in particular) or game settings that could meaningfully alter the gameplay
as for the issue of conflicting save submission, maybe I could have people request to be put on a queue based on signup order, using a tripcode to confirm that the person who signed up and got a specific queue postion is really the person who's supposed to play at that point in time to prevent hijacking
as for what a player would do during his assigned turn, well I'm thinking that he should probably just play normally and regularly post screenshots of interesting things happening during his turn, from when he recieves the save file up until the chosen save transfer interval (I'm thinking at the start of every cycle)
players will be reminded to keep their queue verification tripcode password as something they have written down or easily rememberable so they don't accidentally cause a clusterfrick when they don't actually show up for their turn
as for tardiness due to other reasons than forgotten tripcodes, I'll probably say that someone has a 3 day grace period to finish their turn before whatever progress they've made is cancelled as the next person in line gets their turn from the latest available save file
The general rule is the gay who started it won't finish it, but because of internet, someone somewhere might pick it up a save and progress it.
The more I think about it the more it makes sense if we don't follow the name gay identification, scheduling & locking, bickering which save is better to go with, and focus on what is simple, anonymous and free.
---Conflict is simply resolved by the next guy replying with his save to the any previous save he so desires. aka gut feeling + vote by commit
One would simply not bother picking up an shitted save, and one would have to make a save appealing to others for it to gain traction. Simple as.
There would be parallel saves but either the difference are inconsequential that the next one doesn't give a frick and the progression is net gain thus forgiven by the turbo autist after some time, or simply the participant diverges into two groups and again it naturally ends as it should when literally no one follows up.
The same applies to mods: If you started a modded save that nobody bothers, I am simply gonna start an vanilla save and probably some think too minimal. Until someone found a right combination that make it work.
actually I guess that post might be easier and simpler than my idea of using a queue reservation system to prevent accidental parallel save uploads which now that I realize it could be prone to people suddenly dropping out
however with no predetermined order I think things could be streamlined now that I think about it
with the first person to play an entire year (while also writing up an after action report that’s a few posts minimum about what happened during his turn) after a save is published getting to upload the save for the next player to continue from
the AAR part is important; it gives the lurkers a story and it gives the players an idea of what to expect when they load up the save
preferably, the after action report would be written as the turn is being played to discourage radio silence and to let people know that someone is currently playing the succession game to prevent accidental parallel saves
if people decide that a save is FUBAR because the person who uploaded it decided to frick things up and then make it someone else’s problem, then people can just decide if it’s worth continuing
if not, then it’s just a matter of waiting for someone else to redo the turn without griefing it at the next players’ expense
Imo that would take too much time and occupying replies on multiple threads to the point people would quick to get burnt out of all the inane posts. It's better to restrict anons' decisions to more decisive things like fleet comps, builds and whether one should engage in a risky battle or not
alright the frick is up with this eagle and who is the dumbass that left all of its middle mounts empty, It also looks like it has ballistic mounts in back and energy hardpoints up front and i have no clue what the small weapons are suppose to be
how do I get Sephira Conclave? please don't tell me it's Discord exclusive
The link has been posted at least a dozen times in this thread
https://pastebin.com/5yYFLDx4
dcp114 and sephira 1.2g2 right here
Where exactly is the SC base located?
>"When the work result was Good, the X Counter lowered."
solve for X
Anybody got the RSector link?
https://gitgud.io/rsdev/RapeSector
Noob
Why? Are you one of those shitty discord modders that want to make crashcode to crash the game if RS is in the modlists?
Thx now when I release the industrial evolution patch (soon) I'm gonna crashcode you incels lol
Honestly, I'd be completely fine with Legio's bullshit if it wasn't for the Hel Retribution. That one ship completely distorts the way I feel about them.
Really Alex? Smugglers are bringing in 20 units of supplies?
Putting in crashcode isn't gonna un-rape all those women
released released a save-breaking update that overhauls two hulls. with 45 hulls and more or less all problems ironed out, this'll be the last stinger update for a while. enjoy it lads
https://www.nexusmods.com/starsector/mods/69
>just updated my mods
REEEE
thank you
Great. Ditch that gay cartoon picture for the next release.
no, the shipgirl mascot stays. you're free to download tahlan shipworks if you don't like it.
No way, gay.
Are the ships in yer mod balanced toward vanilla or toward their own powerlevel planes? Might try it next.
Towards vanilla but idk if conversion mods like
Nexerelin makes use of the extra ships properly so make of that what you will.
more towards vanilla really. there are some strong ships for sure but nothing that sidesteps vanilla in terms of power. even the 'strongest' cruiser in the mod, the euterpe-class is relatively balanced as a 42dp brick.
nexerelin does yes. I went as far as autistically tagging mining ships.
That's lit bro I'm downloading it right now. Also read you were accepting suggestions in your nexusmod description, so I don't know if you have heard about this yet, but Scarface (a friend of mine) recently freed up all the ships in his Missing Ships mod to be used by other modders. They have really good sprites, so definitely look up at them to see if anything interests you, picrel is just a sample.
I have to say, those don't look great. certainly not sprites I'd add into stinger. first of all, the overlaps:
- stinger already has a starliner mk ii that's a much more polished gunship conversion
- stinger already has a condor mk ii with a unique hullmod which gives it a 50% refit speed reduction at the cost of 50% fighter hull
- stinger already has a hammerhead mk ii with a much cooler gimmick. right click orion drive with custom ai. ai straight up wouldn't use the orion drive in right click so I had to get custom ai made for it.
- stinger already has a mule mk ii built to be a missile strike destroyer.
I think my mk variants are better than just the same ships with a greeblepaste livery. on that front, there are also some other issues.
- the eagle as a high end ship does not fit the lp lineup
- eradicator mk ii from stinger already fills the role of dominator lp
- venture lp is vanilla
- atlas mk iii is just not an interesting ship
- and there are high tech frigates like the wolf? for reference, luddic path does not use high tech ships at all.
- the ragnarok sprite fricking sucks
the sprites are just not up to my standards. msm in general has a problem with some sprites being outright bad.
>- atlas mk iii is just not an interesting ship
Besides doesn't Yunru also have an atlas mk III and it looks so much better in comparison its just no contest
Just let Missing Ships die
we've all already moved on to greater things(IEDs)
Only the superships actually seem good at first glance but they'd be too overpowered to fit in the mod
Based cartoon anime girl keep up the good work sir
>girl
Looks like troon to me
Converted Hangar is not real albeit
>only source of anti armor damage is 2 swarmer missile launchers and maybe a salvo of 8 swarmer missiles from its entire fighter wing
enjoy not being able to do jack shit to armored targets due to your crippling overspecialization, nerd
which mod is docking clamps from again
Roider Union, I think. Consider getting WhichMod.
thanks. whichmod won't help if i don't have it installed.
>WhichMod
And get crashcoded by that furgay? No thanks
>Hey Abbot, which mod is it that tells me the name of the mod that includes a particular piece of content?
>Which mod.
>Yeah, that's what I wanna know.
I did couple tutorial missions and game gave me some freedom, but Im losing to every pirate I meet cuz my ship is abomination and I dont think I can pilot it well
do I just skip any combat till I get better ships
? post fittings
oh I forgot about missions from main menu I will try some of them
1: there is no reason to have rear facing offensive weapons. frigates and destroyers are mobile enough so they can just turn around, cruisers are generally not going to be flanked unless you’re a moron and didn’t bring any other ships besides the cruiser (or if it’s a dominator), and if your capital ship needs rear facing anti-ship weapons then someone has badly fricked something up somewhere. replace the rear turrets with PD weapons or don’t fill them at all.
2: fix your weapon groups. the only weapon groups that shouldn’t be autofiring by default are non-reloading missiles and any groups that have a very significant portion of the ship’s flux buildup
3: get a real anti-shield medium gun, either an arbalest AC, heavy autocannon, or hypervelocity driver. not a fricking single railgun turret.
4: hammerhead passive shield flux isn’t high enough to justify the OP for stabilized shields - 6 OP to reduce passive flux buildup by 50 is a waste.
5. the hammerhead does not have maneuverability problems. remove those auxiliary thrusters.
ty guys I fought in simulation hammerhead balanced destroyer and I won
Now try giving her Safety Overrides and a couple of Chainguns and let her rip.
>pussy vents
imagine the exhaust
>remove aux thrusters.
>he doesn’t SO + AT + Unstable Injector.
Yes I’m aware it’s an absolute meme build you wouldn’t bring into a serious fight, but goddamn it’s fun watching the hammerhead go hound levels of fast.
Apart from what
said
The thumper deals good base damage at very efficient flux cost, but it's all fragmentation damage, which means it only deals 25% of the stated damage to shields and armor. You only get the stated damage value against unarmored hull, i.e. hull that has had all of its armor destroyed. It can work, but you're usually better off with any of the other 3 damage types.
And to add on to the stabilized shield comment: it's not necessarily a bad hullmod, but you're spending 6 OP to get the equivalent of 5 OP worth of extra net flux dissipation, which only takes effect when your shield is up. If you spend that 6 OP on extra flux vents instead, your net flux dissipation with shields raised is actually higher, and if you lower shields those OP you spent are still taking effect. Stabilized shields is good on something like the Aurora, which has a base shield flux/second of 400, meaning for 9 OP you're getting the equivalent net flux reduction of 20 OP worth of vents.
this is the most disgusting shit i have ever seen and i have seen autofits
You could just do deliver quests until you bought an overpowered fleet
If you want to practice combat, when you go to refit your ships you can run a combat simulation against a variety of enemies, with any of the ships in your fleet. No cost, no risk of losing your ships or having them get damaged. There's also some preset missions on the main menu that cover everything from frigate vs frigate to large fleet battles.
This post was made by Low Tech Gang.
Hammerhead got to be the most beginner friendly ship
>good decent overall stat
>good speed
>moron proof ship system
>excellent frontal
>many loadout option and combination
>accessible early
>big chest to hold 2 medium
>slim waist
>thicc hip
How can others compete?
>How can others compete?
They can't.
Is there a source for these ship lasses?
search 'Starsector' in deviantart
>outrange you
>out-gun you
>out-tanking you
>chosen by Alex himself
>more utility outside of combat
Apogee is superior in every way, Hammerlet cope
Anon, beginners cannot afford a cruiser, let alone an Apogee.
literally one of the starting options
>comparing an earlygame destroyer that's a guaranteed galatia tutorial salvage to a mid/late game cruiser that's double its DP
Do you have a mental disability, by any chance?
an earlygame destroyer that's a guaranteed galatia tutorial salvage to a mid/late game cruiser that's double its DP
>he didn't pick the Explorer start
>he installed Nexerelin
>literally bricked his early game by not having access to tutorial cheese
NGMI
NTA but why would I need tutorial cheese when I can just get my own colony from the start and skip the hassle of
>do survey mission
>get actually good ship
>doing survey missions
>when disrupting other factions and raking in profits from smuggling is so much easier and faster
NGMI v2 electric boogaloo
Tutorial makes it so much easier since it lets you fly without a transponder on and both system markets are already pre-disrupted
>NGMI v2 electric boogaloo
Anon, if I start with a colony I've already made it.
>advocating tutorial cheese this hard.
At this point just console command yourself the expected credits. It’s always the same industries at the same price with the same shortages in every new game you start.
>called Hammerhead
>no built-in Hammer missiles
Explain yourselves
Left or right for a Luddic run fellow walkers?
Right obviously
As Brother Cotton has shown a tru Path is one of Chill, not tard rage like those wannabees
yeah
*kills millions*
*sips tea*
The Death of One is a Tragedy
The Death of Billions is a Good Start
final produc, wish I know to prompt and what to use, I'll be unstoppable
you dont HAVE to resize that small. as long as the aspect ratio is the same.
I want kane.
DIY, Nod red is not too repetitive with pirates (and Legio) red.if you managed to add some black to it. I'm color/ tech blind though so I will just copy/paste Luddic Path green to my players folder.
knew I saved these for a reason
alright I want another faction but I feel like I already got all the non moronic ones.
any decent lesser known ones?
What factions you got? The immediate suggestion is Roiders, but that’s not exactly lesser known.
If you like low tech and hate the tritachs, bultach coalition updated recently.
>bultach
That's kinda moronic though since they keep stealing Tri-Tach tech and just reverse engineers them so they work with their low-shitters yet still can't 1v1 the Zig
oh thats the one with the giant pile of vomit super capital. no thanks.
>giant pile of vomit super capital
which ship?
If you didn't get UAF on your game yet then whatever you're playing is not Starsector.
let's see if 16 defense fleets is enough to stop this cheatmodhomosexualry
I keep seeing those fleshy ships, which mod do they come from? Approlight?
Could be Agni from prv
Nah, the Agni all look like this from the strategic map.
Somethings wrong if your seeing the Time frickery fleet all the time. Its meant to be a one off IBB bounty
losses were within acceptable thresholds
oh frick, the exoticatech fuel drive exotic upgrade does stack
>make hullmod that increases non-capital automated ship OP.
>mostly meant to make it possible to stick SO on a picket
>worried about that it’d do to remnant ships.
>Try it out in campaign play because sims aren’t really that good a metric.
>all it really did was fix the Apex’s moronic flux profile and let the Brilliant actually survive more than 39 seconds when it inevitably charges into the middle of the enemy.
Alex really needs to take another look at [redacted] stats. I get they’re supposed to be outdated and shit, but come the frick on.
it was actually human errors that made Tri-tach lost in the first AI war. The ships are OP but the planet are easily sat-bombed and disrupted back to being decivilized by the Luddics.
>wall of text
vs
>knock-off Mayasuran.
>lore argument about the second AI war.
Everything I said was about mechanics anon. They’re not OP in-game.
I really need to install the SC mod for it to remind me to stop speed reading.
>outdated
Not really?
Only Domain Derelicts are old af and are literal rustbuckets
Remnants are more recent and came fresh out of 2 wars within roughly 200 years with little to no maintenance
The AI XIV fleet are from roughly the same era yet are so busted up their D-Mods can never be repaired
Boys waste their time playing with Kadur Remnant; Men spend their time playing with UAF.
What should I fix here? Install 2 more MIRVs instead of Squalls?
>playing cards ship names
Is that bad? I thought it was relatively creative. I got 4 Palcons outside of that screenshots, they're my jacks.
What do I replace HVDs with? Or do you mean just straight up not have anything mounted on the ballistic hardpoints?
>Or do you mean just straight up not have anything mounted on the ballistic hardpoints?
Probably more HE guns
Just not chainguns
I've been hearing nothing but good things about mining blasters nowadays
>put 3 mining blasters on a ship
>rips through the shield of an equivalent sized ship, emps half their weapons and barely generates flux
>cover my entire fleet in differently sized mining blasters
>suddenly fights are ending much quicker
>different sized MB
>shred shield
Sounds modded.
remove HVDs
get more graviton beams
all missiles are MIRVs
get one or 2 ion beams
while at it fix those champion loadouts
is this normal that all my money just comes from being in hagemony, most of missions I can do right now wont even get me 40k net profit
Stop doing missions and start smuggling illegal goods
Very common. One strategy is to take a commission and do salvage/survey missions for about a year.
Alternatively, a commission makes early game bounty hunting better, since the small commission payout you get for pirate stomping generally pays for the supply costs.
Gemie is an absolute darling
gotta love her autistic attitude
>another mod with quest
Why there's so very few modders who make this
because they all touch the surface (weapons/ships/hullmods/star systems for their OCs) but don't try to do unique stuff like SOTF or SC
It is very easy to accidentally make 'unique stuff' into garbage. Just look at the story quests.
just give your writing to a beta so he/she can shame you if you wrote crap
>t. published a SIGINT book and needed to get it betaread seven times before sending it to the publisher
>published a SIGINT book
Give it to me straight anon how bad is the china problem
incredibly bad and at the same time it's all posing, hightech economics have become way too important in our globalised world so nothing ww2-style will ever happen so just expect dumb childish attitude and skirmishes in the near future. once we actually reach the stars is free game though
the rules/dialogue system is a huge pain in the ass to work with
>want to do mod to make quests, factions and interesting characters.
>literally the one thing I haven’t attempted because I have zero fricking idea as to how.
It hurts.
I expected some sort of OP cheat skill from the quest, was kind of disappointed with the result. Still, narrative story type quests are the only real thing I'm interested when it comes to Starsector modding these days so it's still a welcome addition
you get a pretty fricking busted Hyperion after maxing relation with Gemie (and giving her an actual Hyperion(you get it back) so she can reverse engineer the design)
What mod?
>get Brave Blade ship via a fricking indevo forge template
>put SC weapon overcharger and build-in it
>the sigma guided missile suddenly becomes superweapons arsenal's plasma storm-tier in terms of damage but doesnt have the damage aoe so its way safer to use
AT LAST I SEE the Sephira Conclave dev is using shit from SWArsenal
did some probe exploring and it sounds pretty good
can you do anything with the tahlan daemon cores other than selling them?
strangely balanced missile
I wish mods (and omega shit) would use descriptions to explain how weapon functions or give insights on how to employ it effectively. And not for meaningless quotes.
no thanks I like the quotes
ballistic science is hard, harder when it's speculative fiction involving firing liquid nitrogen have to somehow cause the armor to corrode and reaching the hull even in space (not to mention the shield).
vanilla is guilty of this too,
Omega weapons gave modders an excuse to make the worst fricking non-descriptions known to man I swear.
just try it, you pussy
>StarFed updated a while back
>mountain of changes
>basically all of them are terrible
wow man this fricking sucks at least the old .95 ver seems to work
I suspected this whining came from nerfs and low and behold, SF did receive some nerfs.
Reading it seems like stuff got buffed? But it's the sprite changes that kill it for me. The new Perseverance looks atrocious, new Resolute is both ugly and lost the drones + reserve deploy that made it unique in exchange we got a fricking Legion reskin. I could take or leave the new Nesasio sprite. Mod Rebellion losing the large ballistics that made it different from the reg Rebellion is also ???
Has he fixed the dogshit artstyle where the ships look like Fisher Price toys yet?
No
all of them are terrible
And all because Noah bullied him into making those changes
I like how you can run into non-perk automated ships now.
R8 my stable of AIfus
we need to talk about size creep in capital ships
Truckbros the space convoy NEVER stops
bruh Red Planet for real?
I still miss having different crew experience levels. It was always fun starting with a batch of cheap greenies who would accidentally sabotage your ships mid-combat and working your way up to a crew of veteran elites performing like a well-oiled machine.
Question for Roiders, when would you use fighter clamps over converted hangar for capitals?
I figured out already for destroyers and cruisers, anything with SO on it means it’s PPT is too short for the refit time to matter, so might as well save the OP and use the clamps, but capitals lack that use case.
>3 xyphos wings on an onslaught maybe?
How do I find the Seeker boss ships? Is there a trick to it?
Not as far as I know, it's just random exploration. There's a couple ships, like the one that just a chick bending over, that always spawn in the boss systems though, so if you see one you can expect one of the bosses to be flying around.
I know tartiflette changed the sprite, but come on, how could he not see it to begin with?
Because his mind wasn't in the gutter like yours and mine are.
>Because his mind wasn't in the gutter
He's French
Every spaceship is a penis but sometimes, very rarely, a man's heart reaches out and expresses his passions in his designs.
Shit, even after he updated it, it still just looks like TWO chicks now.
it now looks like another woman is shoved halfway inside the first one
ignore the typo
Looks like a b***h strap-on/double dildo pegging another b***h
Shit it kinda does.
>obtain Solvernia
>give her the dick for extra maneuverability
>put her in Solvernia
>the resulting union bodies star fortresses and Legio Rising with ease
I wonder how she'll do against other superdreadnoughts with the constant nuke shells.
On a side note, the Solvernia fight is quite oddly balanced because you have several dozen unofficered ships with no S-mods that die in droves and then Solvernia (who only has one elite skill) herself comes out and burns down half of your fleet unless you only have capital ships.
Is the UAF too poor for officers, elite skills or S-mods?
>Is the UAF too poor for officers, elite skills or S-mods?
dunno, in my current playthrough UAF fleets besides solvernia are led by lvl7 officers and contain Smodded shit
also their fighters and weapons are very balanced so you're in for a world of pain if you're a masochist moron that stubbornly refuses s mods and uses mostly vanilla ships like I do
>give her the dick for extra maneuverability
You're with Volkov, aren't you.
>inb4 some lunatic makes a Volkov addon that adds an event to give one of your female officers a "unique skill"
What would it do, though?
the post was referring to putting a dick inside her, not on her
lrn 2 read n00b
How do i kill the mess from HMI?
edit their drones to have 1 hull
What's the status on NGO? Did anyone pick it up and update it to latest?
Edit mod_info.json and it should work fine.
>Bultach has a low-tech Lillaru
That's fricked up if you ask me.
>figured out how to fix the issue of not being able to capture persean officers on rs/tnp
the actual faction id in code is persean, not persean_league as it is on the tnp factionconfigs and rs mod settings
brunette cuties here I cum
>that moment when indevo experimental forge templates can be absolutely anything (except stations), from swp Excelsior (forma de Elyon Core) to bb+ Brave Blade or fricking neutrino Barghest
Personally I don't like how they bloat up the loot tables.
that's it
on my next run i will steal legio and hegemony's nanoforges, they're so annoying
it will fricking win
>HULLMOD CONFLICT
do better
the funniest part? they both still stack (eyeseau exploration+solar shielding) when put together in this way
is this guy good, I left it without salvaging cuz I wont have credit to run it right now
Bro your mothball?
Discordgays told me XIV Legion is amongst the best capitals in the game, in no small part thanks to 2 large missile mounts replacing the ballistic ones. I tried it and had a ton of fun, it has enough armor to reliably stay in the anchor of the fleet (not as much as the Onbawd, but still quite a lot), enough medium ballistic weapon mounts to deal with enemy shields, 2 hammer barrages obliterate everything in their path once the shields are sufficiently fluxed, and the burn drive is a reliable self-sufficient system that sufficiently makes up for your capital's speed deficiency and doesn't need system expertise to do its job well.
I've been trying out Pegasus recently and while I adore the ability to send like 8 Hurricane MIRVs in 3 seconds, the horrendous speed and less reliable flux stats + no fighter bays really have me missing my good old XIV Legion.
Elite Lover's Embrace feels like a scam. You stick your wife in a superheavy capital and you might get enough DP to deploy an extra frigate or destroyer. Am I not seeing something here?
DP reduction is broken from the outset, since it's the only common standard by which all of the basegame, all modders, etc. balance by. 7-10DP isn't just an extra bunch of frigates or destroyers, it means your cruiser facing against an enemy destroyer instead of a destroyer vs. destroyer fight, or your capital against their cruiser. And that's just one elite skill's effect.
I can't remember if it's 10% or 15, but it's imba either way.
Assuming that you have it on everyone, ELE is an extra heavy cruiser while 15 is an extra capital ship (or an extra player-piloted Retribution or Doom) in a 240pt fleet.
But what if I'm monogamous?
Then you save the story point or use it on a different elite skill like Gunnery Implants or Helmsmanship. That scenario is an edge case, but it has to be accounted for.
Are there people seriously playing with rapesector on? Just use your imagination homie
it's less about raping the characters but more about correction the smug modders who put said characters in
That's only ever acceptable if the mod in question is iron shell
and uaf
and tahlan
and fuel company (he endorses it)
>fuel company (he endorses it)
we should ignore them and focus on raping Midnight next door
the animosity towards certain fleet mods, as a new outsider without context, is both amusing and only arouses further questions in my moron self
other than Tahlan doing horrible disgusting things to balance with its stupid-ass endgame enemies that unfunly cheat out of spite for other fleet mods being supposedly OP (and had psychotic cross-mod code to nerf said other fleet mods, that made it very easy to see what the problem was) what've these other morons each done
what is the LORE behind needing to gape their factional space waifus in the name of spite, is the lore at least as entertaining as the Tahlan/Noah seethe, and is it not enough to hold hands consensually with YOUR space waifu of choice
>LORE reason
Seeing tears, expressions of pain, and stained mascara gets me going
tahlan stuff aside, rapesector is based on Take No Prisoner, said mod also based on another mod involving capture prisoners but I digress. Mod's mechanic aside, some faction like Fuel Company plays along with it with even a quest to recruit their oh so speshul officer. Iron shells on the other hand, refused to play ball and did I ever told you the definition of rape?
Considering all the other fricked up shit you can do in vanilla starsector, rape being the only thing that's off the table is immersion breaking.
I always took for granted that Marines sent on raids raped and killed everyone they could find
I doubt that. The time sensitivity of smash-and-grab raids against hostile planets where the locals outnumber you 1,000 to 1 precludes getting out and getting back into powerarmor just to get your dick wet.
>what is the LORE behind needing to gape their factional space waifus
imho uaf just straight up doesn't belong in starsector
a weebshit happy go lucky faction in a post apocalyptic space setting? cat ears? frick no, prepare the grimdark dispensers
and I can't help myself but seethe at their FINELY BALANCED equipment again
Literally me
isn't there a place for some non-player goody two shoes even in the grimdark future of the Persean Sector
it's like Gundam, there are well-meaning people who are really in it for freedom, democracy, and the prosperity of mankind even in spite of constant intermittent space world wars
those people mostly get massacred like cannon fodder and form limp-dick reform & resistance movements that get subject to hideous atrocities or get totally encapsulated & absorbed by the omnipresent corruption of the Earth Federation or solar system wrecking ideological zeal of the latest band of space rebels who are pissed beyond reason at the fact of said corruption and become monsters in the process of resistance & their own amoral foibles
but they exist, and sometimes even form their own factions like the AEUG, right before they get cucked by the omnipresent corruption and never-ending setting momentum that demands the powers that be keep existing and being massive homosexuals or else the plot device of Space Rebellion Interworld War X does not work
and SOMETIMES you play out what-if scenarios in a game adaptation where you get to stop that cucking from happening
>their bullshit combat patrol raped my fleet, so I'm gonna stretch their admiral's snatch
>RAPEFULLY
alright now listen up Black person
stop hitting enter twice
that is all
>cat ears being a problem
Wait until anon hears about VIC.
>hold hands consensually with YOUR space waifu of choice
they dont oblige with the consensual part
Those Legio bawds aren't going to correct themselves.
Rapesector exists so I don't need too.
Are there people who unironically open up starsector.exe?
Just close your eyes and imagine spaceship battles happening baka
You gays are too tame. I'm gonna do gurosector
no no
nononono
no no, no
HALT
CEASE
DE SIST
no anon the META lore, what's the root cause of distaste for the MODDERS and MODS that makes you want to do that to the faction/waifus
what're the makers of Iron Shell guilty of, or UAF, or Midnight, in the same fashion as 'Tahlan's Noah is a psychotic control freak with a Mary Sue oppositional faction that has unjustifiably warped balancing because he hates player ship mods with warped balancing and also made unprecedented stealth cross-mod code to act out his homosexualry on at least Mayasura' which also raises the question of if Mayasura also needs balance-corrective gaping in your eyes
what are their SINS, what fills the book of grudges
>some faction like Fuel Company plays along with it with even a quest to recruit their oh so speshul officer
sounds like the man is a good sport in addition to being a sick frick with a meme mod, how novel
>did I ever told you the definition of rape
I mean, it's rape, isn't it sort of self-descriptive?
see I guess that makes sense if you're going to commit terracidal war crimes against populations of very high orders of magnitude anyways, at least it makes sense in a completely psychotic way, and I can respect that from behind at least a single pane of one-way glass
>what are their SINS, what fills the book of grudges
Plain and simple sense of revenge which if you play these mods you will definitely have sooner or later
>if Mayasura also needs balance-corrective gaping in your eyes
nta but they job to hegemonkies literally every playthrough ive done recently so hopefully they get some more defenses
HORSESECTOR
Vcancer gtfo
>all this seethe about UAF.
RS guys already spoke to Cy directly on the topic and it was pretty cordial.
Pretty sure RS isn’t being made to spite anyone directly, writegay made it pretty clear he just wants smut in his war crime simulator.
The fact it makes Noah seethe is just a happy accident.
>RS spoke to Cy directly on the topic (rape)... it was pretty cordial
I like this series of words a lot
but hitting enter just once is reddit spacing for actual reddit Black folk used to having all their linebreaks made for them. that said I concede that that post probably should've been two paragraphs at most with more periods rather than per-sentence linebreaks and I formatted it very badly for which I apologize.
Black person.
That's exactly how it went. RS writegays talked to Cy and explained that there's no ill will towards him. Cy told them he wasn't going to fight them as long as they left him alone
For some reason people on Discord decided to take that as Cy giving them his seal of approval. Fricking modder drama or some shit.
>someone mentions rapesector
>redditors immediately come out of the woodwork
It's time we ban all discussion of this mod.
>begging for heavy-handed moderation with every second breath like a gayboy
why don't you go to reddit? for all your railing against it it seems like your kind of place more than here
>Nia's new self insert is the legio queen
I'm coming for you
now that we got rape and misogyny, how about a racism mod?
Let us know when you finish making it.
this is just a slightly altered luddic path larp playthrough
replace ai with israelites
>now bosun, I want you to- wait, is that... does that crew member have DARK SKIN?
>yes, captain
>A Black person, HE'S A Black person
>captain it is the year c+206.03.02, it has been hundreds if not thousands of years or more since skin pigmentation & skull shape has meaningfully correlated with IQ or endocrinology influenced behavior due to Domain-era gene editing leveling all human phenotypal capabilities out. he doesn't even look subsaharan, in fact I'm pretty sure that's just a tan-
>ALL HANDS TO BATTLE STATIONS, MARINES TO THE BRIDGE, PREP THE TORPEDO TUBES, I WANT THESE Black folk SPACED OFF THE PORT BOW
>captain I don't...
>WAIT, THAT PHASE SHIP... it's got BLACK hull! A ZIGGURAT! IT'S A ZIGGER! A ZIG-
I'm going to go back to trying to crash-learn the combat with mission mode til I'm sick and get on with my first vanilla playthrough for probably the Diktat, thank you for humoring me in a spirited discussion about space rape and modder drama anons.
god I fricking hope it's not just me getting reamed by For The Greater Ludd, these strike carriers' sorties seem to hit like fricking gnats and whatever I can catch with the Blackstar I can't decisively isolate & kill and if the fighter-bombers can't reliably kill the screens let alone the cruiser then distracting them like it says to do is hopeless, was everyone this moronic starting out please tell me it isn't me
ZIGGERMAN SAVE MEEEE
It's not that difficult of a mission. Your 2 hounds are quick and equipped with a good HE weapon, 2v1 against the frigates they should come out on top, and they're fast enough that they should be able to catch anything. Frigates are basically universally weak against fighters and interceptors as well, because low armor damage on the fighter/interceptor doesn't mean shit if your frigate only has 100 armor and cant use its speed to run away. You have 1 carrier with talon interceptors. Once the enemy frigates are out of commission, it's just a matter of getting literally anything behind the dominator, since it will eventually die to damage from the rear. Also make sure you're using the ship system on the Blackstar. Accelerated ammo feeder is no joke.
But no, no one comes in with a perfect understanding of how to captain every ship in every situation.
This is the kind of situation you want to put that dominator in.
Hey hey people
Motey here
Did the Redditards decide to go here after r/starsector decided to join the blackout last week? Seems to be more tards are here than usual.
>new game
>roll two brawlers in my small combat fleet, nice
>first planet has a deeply discounted light carrier in the bar, nice
>two easy 50k bounties in the same system eight light years away, nice
>jump in, first system i've visited
>coronal tap
i feel like i'm getting baited somehow
Has anyone heard anything about the Signalis mod? Seems the modder went radio silent
Expanded missile racks is so much better than missile autoloader, especially on strike craft. The missile racks will always give you a refill on docking, while you only get half of what you should get from autoloader.
Autoloader meant for big ships with little to no missiles.
Not to mention strike crafts are not considered to be moddable by the vanilla balance.
Missile Autoloader was made to be more useful for Cruiser and Capital size ships with small missile slots.
yea ive been thinking about a missile capital with a full small broadside of reapers
Literally the Retribution
Full
lmao no
Invictus?
But that's all ballistics
its not broadside either anon...
It has 2 missile slots to the side
More than enough to count as a missile broadsider
its a slow moving brick with all its guns on its face. those 2(two) slots on its ass are for guided missiles. no.
what happens when you mix Neutrino Barghest, Superweapons Arsenal, UAF, Sephira Conclave and an anon with passion for tuning and editing shit to play 1 ship (and logistics ones) vs the world?
THIS is what happens
now... who has Epta Consortium for 0.96? or does it work with a version change?
Epta Consortium 2.0.41 Test Version
https://drive.google.com/file/d/1xcc__DSgABT_D9JuB87TiQESXIsVrl4w/view?usp=sharing
>nostalgia edition
Bricked
Should've gotten UNKEKED edition instead since that one still has all the data for the old removed ships
idc about anything in neutrino except hullmods, the trio of ace combat frigates, theEND and Nausicaa and everything mentioned hasnt been touched in Nostalgia edition
tyvm, tonight starts the hunt of bullshit bosses
>idc about anything in neutrino
Then open wide since here comes the choo choo train
https://mega.nz/file/5IFGgabZ#lcXwUehS_Y38MqUZpBhb8cRXdc67gT-OnZWTG0tBpuU