Its too ugly
too many homosexual men
and most of the mods that aren't made in china are made by transvestites and animal fricking penis mutilation enthusiasts
9 months ago
Anonymous
Surely there aren't that many gays?
9 months ago
Anonymous
name one heterosexual male character
9 months ago
Anonymous
the player
9 months ago
Anonymous
daud and the player (if that counts)
besides that, Idk
9 months ago
Anonymous
Male pirates?
9 months ago
Anonymous
>too many homosexual men >in starsector
what memery is this?
9 months ago
Anonymous
Maybe he talks about that stupid discord app that somehow everyone uses? You know, when I was young, I couldn't even fathom homosexuals exist, but ever since I talked to other humans I experienced nothing but disappointment.
9 months ago
Anonymous
... japanese talk on discord, then? while playing starsector? that's why they hate starsector? wtf?
9 months ago
Anonymous
I was mostly talking about the supposed many homosexuals that one anon mentioned.
That said Japanese too use discord, some at least.
It depends >gamma-chan piloting a lumen
No >that one AI core that wants you to do some quests for cash.
Maybe. She will probably pay you, but you can be sure the job is never as simple as it looks >alpha-mommy governing my highest grossing colony:
Yes* >Sierra
Absolutely. The question is, can she trust (you)?
*terms and conditions apply
Always play with Arma Armatura, mechs are cool. Detailed Combat Results is really good for learning which ships are actually pulling their weight. Ship/Weapon pack has a bunch of fun weapons. Nes's SAW has some unique fun ships, maybe a bit too strong but worth it anyway.
>superhot roch >atmosphereless mineral rich rock >farming and no trans or volatile elements (just like rural america) >habitable world with the only issue being easily fixable darkness
Good find. Does it have gate? If not then into trash it goes
>Automated Commands
A bit more tweaking so you don't need to micromanage ships as much.
>FleetHistory
Nice to see how ships perform in battles.
>HexShields
Visual Variety in shields, and it doesn't really impact performance
>SpeedUp
Hurry the frick up.
>Nex
Nex, having a more dynamic sector is great.
Faction Mods
>Imperium
One of the few factions I felt was fun to run pure faction fleets including pure faction weapons without the weapons or ships feeling lackluster. The Package system is great and adds a lot of tweaking you can make. The fleet is pretty solidly... midline so if you don't like the style of the ships you won't like it.
>Forbidden Waifu mod
Ships are cool and there is clear thought into where the ships fit within the faction doctrine etc. Unfortunately the weapons are almost all pretty ass with a few exceptions, and the fighters are great with the 25+ OP Wings being hilariously strong.
>Ship and Weapons Pack
Its good, the Ships and Wings in particular.
>starship legends is great but some moron really hates this mod and always shows up to complain about it
Literally why? It's a small, reasonable mod, hullmod ship boost works well with lore seamlessly too.
the moron in question cant control himself so he shits up the stat boosts and complains its overpowered or useless if the boosts arent strong enough at which point the mod has no reason to exist
Just got back into this game after i last played about 2 years ago. Playing completely vanilla.
Why in hyperspace am i often followed by an unidentifiable signature that i can never reach? It always maintains the same speed as me. Exactly who or what have i angered.
Also, when should i make a colony if ever, right now im just barely scraping by with a rag tag fleet of damaged ships working for some independant academy or whatever it is.
Sensor ghosts and anomalies. They're relatively harmless and aside from sometimes being annoying they only really spook you a bit. The trade and exploration loop to big dosh still exists. You'll want about a mil saved up and a decent fleet before you settle though.
>hyperspace things
Space fish. Disregard them. Unless they start messing up your engines, then just fire the interdictor to make them frick off and trigger a bar event when some spacer tells you to stop yelling at space fish >colonies
As soon as you find a decent farming llanet and have 1mil saved up >working for academy
Ditch those dweebs. Go smuggle drugs for panthers
(me)
I gave up on the academy, did some trading and got around 700k before heading to a bounty system, beating up a bunch of frigates and getting an extra 100k. With 800k, is it time to start a colony and make my first capital ship?
I think i've picked up a capital ship blueprint along the way, i don't know how to check what I've learned.
Press D, go to the blueprints tab it will show what you can build in ship production.
If you are on 0.96 800k is plenty to get started. Just smack down pirates and/or pathers once in a while to keep hostile activity low
said modder was pushing his nazi propaganda verbatim in game and on the forum, only error was Alex not banning that moron outright leaving the only way to make him shut up was sabotaging his mod
9 months ago
Anonymous
>pushing his nazi propaganda verbatim in game
I am currently playing with NGO and it is a regular ass faction, pretty decent one even.
Was it sanitized or something?
9 months ago
Anonymous
>Was it sanitized or something?
Some of the potential ship names used to be members of the Nazi party, and the artwork for when you visit one of their planets (the guy from Army of Two stood in front of Coruscant from Star Wars) used to have the SS lightning bolts on his shoulder pad, that's it. The author was a certified moron who couldn't hide his power level however, and constantly posted Holocaust denial stuff on the forum. Pretty based.
9 months ago
Anonymous
>constantly posted Holocaust denial stuff on the forum
May I see it?
9 months ago
Anonymous
Someone might have screencaps but everything from that time has been long since deleted. And for the record, ARIA is the superior wehraboo mod. Valhalla Starworks would be first place if it were actually finished.
9 months ago
Anonymous
It doesn't exist and never did.
9 months ago
Anonymous
>pushing his nazi propaganda verbatim in game
I am currently playing with NGO and it is a regular ass faction, pretty decent one even.
Was it sanitized or something?
Maybe the modmaker shouldn't have made ship names like "Hitler-was-right" and "KiggerNiller"
Some of us don't like politics shoved into our games.
9 months ago
Anonymous
>I don't like your wrongthink so I will take malicious action against you
Some of us don't like that.
9 months ago
Anonymous
>I don't like your wrongthink so I will take malicious action against you
9 months ago
Anonymous
>ship names like "Hitler-was-right" and "KiggerNiller"
And then those pathetic /misc/tards cry about being unfairly persecuted for no reason at all.
I fricking wish they were 1% as persecuted as they claim they are.
9 months ago
Anonymous
>ship names like "Hitler-was-right" and "KiggerNiller"
Thanks for the inspiration, I was trying to think of a good name for my flagship. ISS Literally Space Hitler it is.
8 months ago
Anonymous
>Some of us don't like politics shoved into our games.
What's your opinion on mods putting "trans rights" and other irrelevant trash in the gameplay tips?
8 months ago
Anonymous
Seeing as how that is a statement of acceptance and not politics; fine.
8 months ago
Anonymous
Why am I not surprised
8 months ago
Anonymous
how about you accept deez nuts into your mouth
8 months ago
Anonymous
Trans have no rights by the way
legally and scientifically speaking they are no longer human
They can't even be classified as animals
Ok so 1. it is true that modders are very likely to be a communist sodomite
But also 2. Vayra's faction is a blatant mockery of communism. If you paid any attention to the ship names, or even the theme song (which is played on a kazoo) then you'd notice that.
If you're too moronic to notice simple satire then you need to stfu when criticizing actual problems, you muddy the water. Some people are better off with their mouth shut even when they're right and you're one of them.
>Apex
And? Is that another badly balanced mod?
Does the faction theme being Collectivism make it worse than Military dictatorship 1/Personality cult 2/Corpo-land/Backstabber League and Religious antitech?
A potential ship name in DME is something to the effect of >Kill all space Nazis!
>DME
As far I know that mod is dead and it had subpar art as I remember >something to the effect of
You'll have to be more explicit, the only error here would be explicitly referencing Nazi, same error as the literal Nazi mod who was quoting Nazi propaganda word for word in a future so far away they probably don't remember what Earth looked like.
Guess that's just a boring name, even less creative than reference Ian's Bank Culture.
In the far future, a galaxy far away, the name Nazi will always remain slang for "that evil irredeemable faction"
Kinda like "Forlorn hope" grew out of a misunderstanding
https://en.wikipedia.org/wiki/Forlorn_hope
I hate to break it to you mate but,... >Inspired by the martyrdom of a figure known as 'Ludd' during the fall of the Domain, the Church of Galactic Redemption is a hierarchical church with highly syncretic dogma formed from a core of Abrahamic texts and apocrypha along with Domain-era reaction against perceived corruption, depravity, hedonism, and transhuman abomination. The Church offers a vision of life lived more simply, of agrarian virtue and humanistic values and prayer against the violence and technological alienation that's torn the Sector apart in the years since the Fall." >highly syncretic dogma formed from a core of Abrahamic texts and apocrypha >Abrahamic texts
We brought all our culture with us to space. As long as there are still people who are mad about a politcal movement that started around 90 years ago it will persist. Same as people are excited about an empire that died out over a thousand years ago and a small island that shipped tin. I personally am more surprised by how ferverantly people have consumed their own nations propaganda in the internet age when it's apparent it's propaganda and people from other nations can point out and cite sources to it being propaganda. I don't mean people who simply don't care I mean people who dogmatically defend it. I enjoy the commentary that the game pokes fun at it and how we as the player are entirely uneffected by it being outside the governance of individual nations/empires/factions whatever they are.
How does the New Order handle this type of issue? I've never used it and my next run is a Nex/Vanilla run with a Luddic Path Commission I plan to keep the whole game and never found my own faction. Should I enable it that factions can attack pirate factions at start? I thought it was stupid they never attacked the pirate planets in general but, know it will make my run harder if I do. I enabled Officer Deaths too since I can kill their officers. How is Officer Death even handled by the game?
>We brought all our culture with us to space
Our "culture" in that context being an ever-changing set of beliefs and memes sustained by incomplete historical records, memes and belief spread through propaganda and a culture war since the dawn of history.
I'd take the primer for cryosleeper with skepticism.
https://fractalsoftworks.com/2017/08/16/a-true-and-accurate-history-of-the-persean-sector/
Just the Luddicte church to exist have to override previous religions and ignore their dogma are considered irrational, before talking of the Pather.
Given the tidbit we have about The Domain being oppressive and using the gates as a mean of control they would sure edit some bit of history.
Can't answer you about the Nex mods, personally I don't like allowing invasion because it make them look cheap. Still hoping the devs write the start of the 3rd AI war.
>Officer deaths
Been playing with that and Im still not sure what exactly triggers it. My best guess is after ship is destroyed (not disabled) game rolls a check, and if failed, officer is either killed or MIA. In second step of counting casualties, when it says "x members of your crew were saved from the wrecks" MIA offcier has a chance to be found. If not, game removes them from your pool and gives some story points as compensation - the highest I recieved was 2 for level 6. Not sure if it goes higher.
8 months ago
Anonymous
"nex_officerBaseEscapeChance":0.5, # modified by crew loss mult
"nex_officerSurviveChance":0.75, # only if officer does not escape and ship is disabled rather than destroyed
Thank you for your answer. I had no idea it gave story points back. I dug aroun in the setting of Nex and found this info out. I suspect crew casualty modifier is the same hullmods like Blast Doors modifies and the Skill Containment Procedures modifies. After having played with it I suspect like a previous poster mentioned there may be a relation with TakeNoPrisoners that prevents death or it might be broken. I had 2 Reckless Officers in SO Brawlers that refused to die and I lost my own SO ship 3-4 times and didn't die either. I've been suffered no casulties even trying for them.
Any tips for a Luddic Path playthrough? Getting contacts and even just missions seems to be a lot harder, and friendly fleets and patrols are weaker than pretty much everything else in the game, even pirates. Can I buff my fellow space jihadists by stealing nanoforges and selling them on Pather worlds?
I bring good news from a foreign land my brother. I'm running largly Vanilla myself. Pather ship choice is limited if you choose to run only what they can run. I spawned with nothing but a Kite LP and now have a fleet. Pather ships are fast, and have SO built in but at the early game you have no Industry to speak of so and D mods everywhere. We can use this. With Wolfpack Tactics , Support Doctrine, and Derelict Operations we can turn most engagement into a simple DPS check.
I wrote that like a week ago and have nearly won now.
8 months ago
Anonymous
>Officers in SO frigates surviving
Thats why I still have no idea what triggers actual officers death. For me it also happened much rarely, than it should have, since it was Pather playthrough, with all that entices. Still, cool to have options.
8 months ago
Anonymous
They died on the second to last planet in the play through. They went into the heart of the enemy and drew fire as the fleet killed the station and then turned on the defenders. I tried to get her killed all game as to know how it worked. I thought it was broken till I got the notification. I had no skills to improve crew survivability.
>midline station sucks
Really? Shit. I put midline on all my colonies so far. Just one system, so it's not too late I guess. What's bad about it?
We all know that midline station sucks but which station is the best low tech or high tech?
This is dated but unless they really changed anything it's probably still relevant. I've actually found the Midline one to be a beast at times against the A.I. When you see the enemy fleet getting ready to enter the fire arc pushing normally resulting in their line caving in. The RNG of what guns will it get does make a difference and if it's your own station the BPs you know makes a huge difference. I for one love finding a Plasma Cannon BP and learning only it as my large weapon then spamming High Tech stations. It solos Ordo [REDACTED] like that. dies like a b***h in auto resolve though.
I run out of stuff to do after beating the story missions and getting above 1mil/month in colony taxes, so I just start strat bombing everything. Is this wrong
Any tips for a Luddic Path playthrough? Getting contacts and even just missions seems to be a lot harder, and friendly fleets and patrols are weaker than pretty much everything else in the game, even pirates. Can I buff my fellow space jihadists by stealing nanoforges and selling them on Pather worlds?
Pathers are fricked in vanilla. Neither Epiphany nor Chalcedon have Heavy Industry or Military Bases, so you cant buff them indirectly. If you have Nex you can purchase governship of Epiphany while its size 4 and boost them by building all the neccessary infrastructure, but now you are more of the jhihadist sponsor rather than mujahid, so, not ideal.
Their ship selection in vanilla is also quite weak, but it can be helped by mods, like luddic enhancment, prv Pathworks and Stinger (path ships are the only good thing there Turkler). Oh, and you can install missing ships mod, ignore allmost all the ships it adds and hunt for the Ragnarok, for the ultimate late game Pather capital. Also also - if you do luddic shrines and following quest you can get pather contract on Chalcedon, but for me he never had any missions, so YMMW.
Get yellow skills - salvage, field repairs, both supplies and fuel discount and derelict operations. That allows your 300 dp fleet of D-mooded pather shit to consume like 100-120 supplies a month, and that helps with money and resupply.
In short - vanilla is pain, but modded can be quite doable. Based for doing Pather playthrough, frick the Tri-Jews
>buzzes around your ass while in phase doing literally nothing >teehee I'm gonna decloak now in the most vulnerable position I can find >instantly takes heavy damage, maybe fires off a few of its piddly autofitted weapons >cloaks again assuming it doesn't instantly die >repeat until dead
They can.
It's the change in specs that made them harder for the AI.
Before the phase ship were always super fast with a good range, so even a basic AI could position itself or escape to try again.
Now they are much slower by default and there's 2 distinct method of using them, which the AI isn't good at.
How does Roider Union stack up in terms of power level? I'd really like to do a run where I stick almost entirely with their ships/weapons/fighters but I feel like they're going to fall off quickly in the endgame.
Honestly, Tiandong does the whole 'retrofitting civilian ships' thing much better. It's more rough around the edges on account of being fricking ancient, but the ships and weapons are way more fun to use and can actually punch up.
you literally just give it to the luddic path to make them frick off
i'm betting if the story ever gets finished giving it to the luddies will be a trap path and you'll actually want to keep it yourself and use a set of Alpha Cores to crack its firing codes
Hey I want to play this game but it seems hard. Not sure how to build ships to be effective... I'm playing on vanilla but really struggling. What are some good ships and strategies for beginners?
Pick up a Hammerhead, slap two chainguns in the medium slots and do sim battles through the refit screen. The Hammerhead is a great ship to get used to the controls and how to play in general, you really can't go wrong with it and can punch up pretty hard. Hold shift to keep your ship pointing in the direction of the mouse.
For campaign/exploration stuff, Shepherds are your best friends. Decent cargo and fuel capacity, they increase the loot you get after a battle due to their salvage gantries and their sensors let you survey planets cheaper. You can get a spam of these things going and it's surprisingly effective, especially if you're doing the heavy lifting in your Hammerhead. Be on the lookout for missions like scanning terran/arid/tundra worlds, as well as anything like an orbital habitat. They're rare but it's guaranteed goot loot and a good payout for the mission itself. All your monetary problems can be solved through abusing trading, but you're better off not doing that on your first run.
Try the Main Menu missions first to acclimatize yourself with ship controls, effective builds, and combat strategies in general.
Big Brain Energy has several tutorial ramblings going over damage and weapon types, ship load-outs, combat strategies, tech tiers, and more. I recommend them to at least check the most basic stuff, but you'll need a bit of free time to go over them.
Try the Main Menu missions first to acclimatize yourself with ship controls, effective builds, and combat strategies in general.
Big Brain Energy has several tutorial ramblings going over damage and weapon types, ship load-outs, combat strategies, tech tiers, and more. I recommend them to at least check the most basic stuff, but you'll need a bit of free time to go over them.
thats just neuxoria with the giant ass runways removed
seems to have lost half the weapon mounts too
none of that matters though because its not worth updating after the homosexual removed the questline
SFC managers can’t stop winning like this. >grinding rep leads you to get supercap flagship as part of the mod, not 40 million meme purchase >ship ties in to NPC, unique recruitable officer whose recruitment is practically a small visual novel which you can fail
i know you guys hate Diable because Tartarsauce nerfs it alot, but it's got alot of great ideas. Their exclusive battlestation, for example, is the perfect fix to Mid-line stations, since it divides everything up so one side isn't just a giant, exposed hangar.
The main reason why people hated the nerfs isn't the nerfs themselves
Its because it broke the other sub mods that need Diable to work like Dabbled Avionics and Archotech Research Collective
Just started playing this weekend. I feel like most engagement ranges are pretty close. Do you ever get weapons that shoot farther and actually do damage?
Find +range hullmod, slap it on cruiser or capital, get gauss or tach lance. Or learn to use x key to force shoot certain guns in valleys instead of steady pressure.
if you feel like your weapons suck then it's cuz your fits suck, the player can easily powergap all the npc ships without needing officers or smods. post one of your fits and people will tell you what's wrong with it
Baseline stats are augmented by skills and hull mods. There's a big difference between a vanilla ship with a level 1 captain and a properly hull modded ship with a maxed level captain.
hypervelocity driver is the go to long range kinetic weapon
tachyon lance is the go to long range energy weapon
integrated targeting unit and dedicated targeting core are hullmods which increase range a lot on larger hulls
some ships have a built in hullmod that increases range a lot (advanced targeting core)
Since we're talking about stations. I don't know which mod adds it (industrial evolution maybe?), but I have an option to build an AI station. Is it the same as a remnant station? If so it's probably worth the extra cost.
It's TASC and I still don't know if Boggled removed the spyware or not.
>find a system with 7 good planets in but no habitable world >keep searching for about 2 in-game years >all the habitable worlds are either in dogshit systems or have higher hazard ratings than the barren rocks I've stubbed my toe on >say frick it and just get the terraforming mod >go back to 7 planet system, select the most meh rock and turn it into Eden
I fricking hate this game's system generation, and ESPECIALLY how the cryosleepers always spawn in the worst fricking places possible.
>just get the terraforming mod
welcome to enjoyable gameplay >the cryosleepers always spawn in the worst fricking places possible
get adjusted sector to increase the number of spawns and just use the otherwise default sector generation if you are happy with vanilla settings
>played starfield until it turned to shit
well, that's that, I guess. Shipbuilder was p cool for a while. back to rapin'
time for a pirate hull only run
because every moron will question every balance change you make so whats the point
just tune it to your liking like i did with pandemonium giving it 420 OP because haha funny number so now it only slightly sucks instead of being complete dogshit
I've done multiple playthroughs on a laptop years ago.
Now that I have a decent PC, I'm throwing myself straight off the deep end with Nex and multiple faction mods.
It can't be that bad, right?
Nex absolutely floods you with intel messages and I find it overwhelming. How do you deal with this, do you only pay attention to certain stuff and mentally filter out the rest?
Additionally, are there any well-balanced faction mods & general content mods you would recommend?
Object analysis is great. Just jump in, check if there's anything interesting, no need to comb every goddamn blackhole system for derelicts etc. from mods and such
>set up colonies >have thriving civilization >some faction attacks >tries to threaten the lives of my good people >forced to commit self defense genocide against the entire faction
thats just neuxoria with the giant ass runways removed
seems to have lost half the weapon mounts too
none of that matters though because its not worth updating after the homosexual removed the questline
>have a system up and running >full on deathfleet ready to annihilate everyone in the sector >lose drive to continue, don't even feel like getting the altagrave EX
starfarer bros? is the newest version public? as i thought the 1.2 one isn't the last available as it has some grammatical errors for how fricking cool it is as is
Focus on Sindra and kill any UAF ships that visit the core worlds for their guns and hulls. Their worlds offer nothing worth visiting.
Unless you've got the funny mod installed. Then it may be worth it.
Doing my playthrough now. I love the vibes and the characters set up but good lord do the ships/weapons kind of suck ass. The shield efficiency on these ships is atrocious. One of the capitals has an efficiency of fricking 1.5 if you can believe it. The guns in general aren't super impressive either considering they're energy weapons but there's at least a few stand outs like that one large weapons that has a 25% chance to do 500 frag damage on what's effectively a beam that does hard flux.
The antimatter blaster fighters are pretty rad in concept but they're slow as frick and have no shielding so in practice they're just bombers that do less damage and die easier for 25 OP. At least they'd be amazing for fricking up frigates... If they could catch them.
That's kind of the theme behind the faction. All of their ships are repurposed fuel tankers. Some are okay, but most aren't the best when it comes to combat.
Ashes of The Domain new update is pure garbage holy shit >found nice +1 farm world >can't build farming industry, you need the data chip to unlock farming goy >explore 60% of the entire sector found nothing >bar event makes you pay 100 000 for the location >guarded by end game remnants >get data chip for another industry because the the loot is randomized >can't even use it because it requires to unlock other industries from the research tree >all of this for a farming colony
worst update i have ever seen in a mod so far
Are all the fighter pilots death row criminals flying for a pardon? How the frick do you convince a dude to leave the 15 meter thick armor of an XIV Legion and fly directly into a stream of missiles and flak? Pathers would be moronic enough and maybe pirates all rip some space crack before hopping in the talon, but seems like being a literal slave on a mining outpost would be better for anyone else.
I vaguely remember some lore talking about fighter pilots being adrenaline junkies and having a sort of psuedo-celebrity status for their daring and skill.
And the job isn't... THAT risky if your commander installed recovery shuttles! Something every good carrier installs... Right?
I only ever use drones. You can't even extract organs from the corpses of pilots, and they cost money to replace, so what's the point? Just slap a raspberry pi and a few fpv drone cams and rig it all up with some pirated control software and bobs your uncle
>the kite is in the kite >why worry? Sindria will slightly raise it's eyebrow and Nortia will understand everything >they are hitting our fleet. we have no autofactories to fight back. andrada and loke are measuring lobsters while our boys are retreating.
Trading armor and hull saves you flux for weapon, now there is less damage done to them.
Should have been the standard for low tech, or the replacement for shield delete.
ships with shield + damper typically use their damper field as an opportunity to dissipate hardflux while being shot at, so it functionally becomes trading a marginal amount of armor or hull for extra shield HP
A year or two ago anon was here actively updating two mods called Ludd and Lions and Holy Ludd that I liked a lot. It looks like they haven't been updated for .96. Any chance he's been around updating it for the 4chins sekrit club?
Also a million years ago anon in /vg/ssg/ shared an alternate color scheme for Underworld's Starlight Cabal that was 90% less magenta eyerape. I can't find it now though. Anyone have a copy to share?
Pls help I've got the itch and I can't stop downloading mods.
In case anyone else wants to use this starlight cabal recolor, underworld removed two of the ships it covers. The cabal hyperion and cabal scarab. Delete every file in desaturated cabal that refers to them (they're clearly named) or the game will crash on launch.
Depending how hard you want to spam them, Roiders has a hullmod that lets you throw fighters on frigates (tradeoff is they can't replenish their number).
When I'm picking mods for a new playthrough I don't usually wander too far from the mod index. It's a real pain to scroll through the mod forum and find page after page of mostly stuff I could've just grabbed off the index, interspersed with the occasional low effort kitbash or cheat mod. But I worry about missing out on good mods by not looking hard enough.
Any mods not on the forum but not on the index you would recommend?
What about discord only shit? I hate using discord but I can hold my nose and click download if there are any great mods I can't play otherwise.
They aren’t super OP or anything but all are pretty fun to use, the missiles one and the luddic dreadnaught are probably some of the better vanilla capitals. They all are pretty specialized though and AI will be a dipshit with them if given the chance. The Sindrian remodel one is actually pretty decent even in vanilla but can do some fun stuff with mod weapons (like using PEPPA cannon/Ruffle diffusion gun from scalartech, basically giant cryoblasters that are cheap on flux and can get the benefits of bolt coherer & HEF). The ORION device one is the safety overrides capital basically, AI will suicide with it 90% of the time but can also absolutely shit on you if you underestimate them as an enemy. Best part of the whole update is that the ORION ship actually shoots out a little bomb to do the boost so you can 180 trickshot and literally shit on enemy ships to finish them off.
>large energy slots where the only options are massive flux sinks >missiles point backwards meaning you need some homing shit to make use of them >medium energy slots have almost exclusively short range options >3 medium slots in the front are the only ones you can mount ballistics on
absolute meme boat
>large energy slots where the only options are massive flux sinks >missiles point backwards meaning you need some homing shit to make use of them >medium energy slots have almost exclusively short range options >3 medium slots in the front are the only ones you can mount ballistics on
absolute meme boat
[...]
i forgot the bonus part >comes with a 700k repair bill to get rid of meme upgrades
clown boat for clown gamers
Just started playing .96 and both times I was hard carried by the sindrian capital. It's an absolute banger of a ship and I'd take it over any capital ship that's not an odyssey or a paragon.
2 high intensity lasers or tachiyons, 2 ion lasers, 2 gravitons, 2 squalls and fill your front ballistics with range boosted railgains or velocity drivers and you can stare down any ship in the game, including paragons.It's got amazing shield flux efficiency and a gorillion OP so maximize your capacity for fleet anchor duty and also because you'll never have perfect dissipation but that matters less than you'd think. Absolutely need energy weapon master/ordnance expertise though. Bonus points if you're using special hullmods or exotica so you can get big returns on the weapon discount from alpha cores
I have 2 of the exact same ships, with the exact same stats, and exact same loadouts. One of them is consistently outperforming the other. I did a bunch of tests in the simulation for like 40 mins. Why is this? Is the better performing ship magic? Or is the shittier one cursed?
>is that an actual game mechanic or are you funposting
It may not be in the code but it's real for me. If I get a Glory of the Stars it gets renamed immediately.
What are their names? I believe this is the most important information which could change everything.
Their names are Burufi (the working one) and Burutsu. I renamed them from the default.
What's the hullmods and D-mods on em
No d-mods. Burufi had safety overrides and hardened subsystems. I mirrored that for Burutsu.
These are also mechs from Arma Armatura, in case that would impact anything.
It'd be super funny if name changing randomizing stats was a thing
Did you make sure their CR is at 100% on both of them?
I set CR the same for both. I've thought of everything. The only conclusion I can come to is whoever is piloting better must be a newtype. None of them have a pilot assigned so it must be some no name hot shot.
Haven't played for 6 months or so.
Any new mods that are worth playing? I'm seeing Random Assortment of Things released the Abyss dungeon. Is that any good? And is there anything else that's new and notable?
>I don't think that's a requirement; something doesn't need to be "busted" or even imbalanced or w/e to warrant a change! In this particular case, I think feel-wise, its bonus is too much in the early game, doubling the range of even medium-sized fleets, and feels alright later on (which is mostly what the fuel bonus is intended for, to support larger Derelict Ops type fleets). So what I have in mind is lowering the percentage.
I will fricking murder Alex
Why does Alex feel the need to tax fun
Trying to make my first modded ship, how do I find the right amount of deployment points my ship should cost?
Do I just autistically compare stats to different vanilla ships and then make a guess?
I find that pretty hard. It's pretty easy to just compare hull, armor and flux stats and I guess that's arguably the most important thing in combat, but then there's things like mobility, amount of weapon slots, size of weapon slots, weapon firing arcs, ship system and if you want to compare the total it becomes pretty hard.
This is why people continually update and balance patch things. Especially when a wider variety of people with their own playstyles and experiences get their hands on it.
Flux>slots>arcs are the most important part of a ship though, At least, in my opinion. So long as a ship has at least some hull/armor that's vaguely in the ballpark of reasonable for it's high/low/mid tech then it's good enough, ideally you set things up in such a way that the hull doesn't get scratched.
Really though, DP is an abstracted representation of how much impact a ship is going to have on the field. Is it a light capital or a heavy. A light cruiser or just under capital?
Then just compare its general effectiveness to its peers and adjust the DP based on whether it does better or worse
1-6 light frigates
6-9 heavy frigates and light destroyers
10-14 destroyers
15-30 cruisers
30-35 super cruisers
35-45 capital ships
45-60 superior capital ships >60 supercaps
1-12 is frigate tier
13-20 is superfrigate or destroyer tier
21-30 is cruiser tier
31-49 is low grade capital
50-60 is higher grade capital
anything higher than 60 is either dreadnaught/super capital or a ziggurat
your suggestions are completely whack and appear to be warped by focusing on superships. In vanilla it goes like this:
lght frigate: 2-3
frigate: 4-6
heavy frigate: 7-8
Generally the "light" ships of the next size class overlap with the "heavy ships of the previous, for example the mule is 7 DP and the shrike is 8 DP, making them light destroyers and in the same DP range as a light frigate.
Right, I forgot afflictor was changed to 10, but it's the only frigate higher than 8 now, isn't it? Except Hyperion of course. I have no idea where that anon took the 12 from. 12 is way into destroyer range in vanilla.
Hammerhead is 10 and that's not a weak destroyer.
>1-12 is frigate tier
hyperion is the only thing above 10. afflictor is the only thing above 8. most destroyers don't go over 12 dp. the only two over 12 are the drover and harbinger. your mind has been rotted by mods with shitty balance.
I'm playing with quality captains, and trying to do the custom nex start from secrets of the frontier that starts you with a lumen, an AI captain, and the automated ships skill. The core starts with +15% CR skill.
But with the default quality captains settings its max CR comes out to only 19%. Cranking the automated ships' max CR setting up all the way to 200% only gets the lumen to a max CR of 71%. There's a default -100% CR penalty for some reason, but even with that the numbers don't add up. And I can't find any settings to adjust that would remove the flat penalty or just make it have CR calculated like a normal ship.
Please advise.
Not 100% sure I’m understanding what’s fricking up you but maybe try googling “adjustable automated ships starsector”. It’ll be on the main forum thing but you’d want to go the last page to get the .96 version. If the thing holding you back is the automated ship limit (look at the automated ships skill to see it, I think the default is pretty low) that should increase it but you’ll probably also want to go into the mod’s folder and edit it even higher if you’re going for a full drone fleet.
Quality captains has it's own handling of the skill, which I'm pretty sure accounts for the problem. I just can't figure out how its calculating the final CR for the lumen, or how I can convince it to be less moronic. It's set to allow 3 ai ships per player level by default, so maybe tweaking that will help. For some reason. >going for a full drone fleet
Nothing like that, I'll probably end up running with just the unique AI ships from SotF, and maybe Ziggy eventually.
In any case, I had to leave home to wage for tendies, so I won't be able to mess with it for a while.
Is it? Some of the skill changes look fun and I like the milestones concept. What do you dislike about it? Asking sincerely, I haven't used it before.
I might end up dropping it anyway if I can't resolve this AI ship issue to my liking.
Actually it looks like the mod was changed a ton since I last used it. At the time it didn't have perks. So I'll have to revisit it and update my opinion. That being said, last time I used it:
It mostly just makes all the skills better and more overpowered. And they were already overpowered af to begin with. Additionally, it made some changes that made the actually cool and niche builds nonviable, so it wasn't even being overpowered in an interesting way. It also desyncs your experience from all the other players so your builds aren't as interchangeable.
the tier of your ai core impacts max cr
radiant for example cannot gain 100% cr with an alpha core assuming your mod works the same way as vanilla automated ship skill since it pushes the automated ships portion over the limit
I've solved it. More or less.
Removing all of the restrictions and scaling for the skill and then setting AI ships' max CR to 100 resulted in the lumen having a max of 85, as expected.
Apparently qc doesn't expect you to have the automated ships skill and an AI ship at level 1. The skill is meant to offset the -100% CR penalty gradually as you level up, but still start off useful at the level you can normally acquire it. Removing the scaling lets it work at full strength and grant the full offset to the -100% penalty (the offset being their deceptively named max CR setting) right away.
God I love this ship so much. Sawing things in half with glaive/halberd combo never gets old and it's pretty well-suited to mounting one-off large weapons in general.
I can't believe the best fighter spam faction I've played is the fricking gas station. These lobster fighters may cost 30 OP but they're fricking worth it good lord.
It's mostly that a few of their carriers, including a capital, have an ability that turns off all the guns on the carrier itself to give a massive power up to their fighter bays, and it's a toggle rather than a charge so you can have it up 24/7 meaning you have more OP to spend on expensive fighters and are incentivized to rely on them exclusively. The ships in question even back good missile slots so they can still support from the back with pilums or squalls/mirvs when they need/want to.
The lobster fighters themselves are kind of a one size fits all, which they'd sort of need to be for 30 goddamn OP. A combination of their omni shield and double Ion cannon keeps them safe even from capital PD. I initially was using this carrier as a means to quickly kill smaller ships but not only are a swarm of lobster fighters strong enough to kill big ships because they pack antimatter and missiles but the aforementioned ion cannons will inevitably arc to their engines and leave them dead in the water for another ship or to be slowly chewed apart by the fighters themselves
Everyone says Diable gets perpetually nerfed into the ground, which sucks because I like their aesthetic.
What should I tweak to make them not shit? Messing with the csv files can't be too bad.
I believe the 'wanzer service gantry' was removed as a whole, making their unique wings sub-par in comparison to other mods. bringing that back would be a step in the right direction.
What was it before the nerfs?
And pretty sure it was also the Dampened Mounts or whatever that got deleted/changed
had to cross reference the dabbled .ship files to the ones in the hull_mods.csv in diable to make sure they don't break anything when I bootleg em
Wild.
How about an energy variant that can stick to shields too. If it hits a frontal shield or full shield it applies the same kind of pull while increasing soft flux, but if it sticks to an omnishield it will turn the shield instead of the ship. Could be fun to yoink an enemy's shield out of the way of an ally's reaper or something. Or turn a paragon into a giant pinwheel.
When I am building high tech ships, I tend to use short-ranged weapon focused on dealing damage, like heavy blasters or ion pulsers. To compensate for the general lack of weapon slots.
But how effective would it be to use long-ranged beams instead? They may be weak individually, but combined with kiting may allow safe-ish team strategies.
Beams are... Okay. They're designed for pressure so the graviton being so cheap and efficient at that is great. The ion beam is deceptively amazing because it completely shuts down any shield toggling the AI likes to do and can even arc past the shield. Tachiyon is naturally good for instant deleting smaller ships and damage spiking high enough to peel armor with additional EMP to shut down any return fire. People have really high opinions of the high intensity laser and it's.. Alright, I never got the love for it but its functional.
I remember an anon talking about massing tac lasers with high scatter and PD conversion being really good if you have a ship that can discoball it
Ions are fantastic, especially because they can just arc over shields, easily the best medium energy weapon.
I can't imagine Eagle without at least one.
>massing tac lasers with high scatter and PD conversion being really good if you have a ship that can discoball it
My first successful conquest build filled its small slots with tacs and used ipdai.
They work, discovering it is not obvious.
Player can finish the game without exploring energy weapons and diversion tactics.
In short range dominant fleet, like out of early game, long range contribute nothing because the one in the front won't step aside for line of sight. Missiles and carriers are natural choice for non-los and then trusty LR ballistic is the los field.
Everyone that uses simulator only duels.
They won't kit out a beam skirmisher with harass command because other ship died when not in a line.
If one didn't work, no reason to make it 10.
Early game ship with medium energy are also lacking, pirates gives wolf and shrike for which bursty and heavy hitting weapon just matches the mobility system and short PPT. Later on, why would any one dig out prometheus mk2s from the pather garbage for Tac lance and HIL field?
theres one ship where i find constant beams satisfying to use and thats the new remnant capital which has a shitload of medium hardpoints facing forward so you can go with ion beams for great effect
sometimes the ship goes full moron with the jump system and ai being fearless
tachyon lance is obviously a great weapon but its also not a constant pressure beam
Long ranged beams are for support. Apart from the high intensity laser, don't bother with anything that primarily is intended to deal damage instead of some other secondary effect. On a dedicated support ship they work, but whether you'll just be happier with yet another ship that can simply kill stuff by itself really depends on the size and composition of your fleet and how good/willing you are at controlling it. Same goes with mixing in just one or two beams into your ship. The same arguments about whether to specialize your ships and rely on teamwork apply for using long range beams.
I was picturing something like about ten fury-s circling around enemy fleet, with manual orders for focusing fire on overextending ships. Plus some smaller ships to fill the gaps.
Just place refinery/heavy industry on barren or cryovolcanic worlds.
[...]
Hullmods from RAT can surpass 3 smod limit
[...]
Try this https://fractalsoftworks.com/forum/index.php?topic=27893.0
How the hell do I do the Hyder dialogue? I've been trying to see what all the options are but despite reloading, every single time Macario chastises me for not telling him everything
What's stronger, HMI's Abyssal Horrors or Starfed's Omega Rebellion? And what's a good strategy and fleet comp for the first one? Here's my current one for reference.
Oh, I didn't even realize they were unique. I thought they just copy pasted the Doritos from the hypershunt
I need to refight the horrors but I remember them absolutely mogging me last time I did. A dragon reborn is a tough fight, deceptively so with how powerful and how numerous the fightr swarms can be but the sheer fact that you have to fight multiple horrors makes them tougher imo
Forgot to mention that I fought I fought the Auroran super dreadnought and was very underwhelmed. All that effort to design and balance a massive, overpowered ship and it costs so much DP(150, good lord) that the AI can't deploy it until it's the very last ship, at which point it's effectively a pinata.
I was mildly impressed at just how many components the thing had, it definitrly took a while to grind it down to a nub before it finally died.
I recommend using 175 top speed ships with 5 inbuilt hullmods (atleast one of them should double weapon range), 4 added s-mods and atleast 1800 flux dissipation (before SO).
Optionally with infinite missiles and an anime officer (not optional actually).
A ship system that removes flux is nice to have too.
It's funny because the AI just suicides itself into the motherfrickers
Maybe I should just get the zig again
I recommend using 175 top speed ships with 5 inbuilt hullmods (atleast one of them should double weapon range), 4 added s-mods and atleast 1800 flux dissipation (before SO).
Optionally with infinite missiles and an anime officer (not optional actually).
A ship system that removes flux is nice to have too.
I don't get how to get profitable colonies running.
Do I just drop one down on the first class V planet I find and set up industries that match its terrain advantages?
That makes sense, but what should I be looking out for in a system, then?
One industry planet, one gas giant, one farm planet, and a stable point for a comm relay?
How difficult is starsector to mod? I'm mildly tempted to write my own waifu since it seems like the community is craving it and it'd be cute to write some interactions with the NPC's from VNsector
It was exciting figuring out how to manually edit files for the first time. Un-nerfing Diable was one of my personal joys. Nothing can fix the Wunder Wanzer though. That POS is just unusable.
>Am anon who put hand up for community patching Diable.
Have to confess, actually committing time to the Maelstrom has single-handedly redeemed the Conquest in my eyes. What the frick is this ship?
Sad part is, I can see what he was doing for a lot of the mod, but the constant fricking around with the speed of logiships between 'propelled by crew flatulence' and 'propelled by throwing crewmates out the airlock' tells me his priorities were a little skewed. >Spoiler
That's the only ship left I've gotta do. I completely understand. With luck, lowering the flux/shot on the weapons might put it somewhere not entirely unreasonable. Pity either way, it's a cool idea, don't wanna give up on it too easily.
>How easy is it to mod.
Existing stuff, near impossible, but easy enough to just modify it directly to taste anyway.
Adding new stuff, ridiculously easy.
The wiki has tutorials for most things (ships, weapons, factions, star systems). Unfortunately NPC interaction isn't one of them, and I'd be interested in learning how to get that done too.
I want to install one of those faction mods that add their own story missions as a long quest line for that faction. What are some good ones? I don't even care about the ships that much, I just want a faction with a decent quest line.
>new playthrough about 5 hours in >fricked around in the core enough to a small expo fleet and a faction commission (VIC) >ready to start exploring >the very first system I explore literally right next to VIC's home systems has 3 100% hazard planets >2 of them have space accelerators for a huge accessibility boost >one has ruins with the inustrial evolution event that prints a ship if you give it other ships >feed it my shittiest combat ship and all the derelicts I could salvage in-system and get a flawless imperium cruiser with a built-in huge frickoff railgun
What a fricking blessed playthrough, it almost feels like cheating.
When you have a fleet capable to bring down capital ships and stations.
And at least a few millions in the bank.
You can start colony long before this point, but since you don't have any idea how this works, I recommend a safer approach.
You need to be able to defend your Colony for long enough for it to be self-defensible.
You can use Patrol Stations and Defense stations as meatshields to allow your fleet to take on invaders you normally wouldn't, but you should still be able to deal with at least a Pirate fleet large enough to host a few capitals before you try colonizing.
I disagree with the others. If you have enough credits to afford an industry, starbase, and patrol HQ you're alright unless it's really near the edge of the map. With the new Hostility actions you might want to refrain from getting extra points against you from the Luddic Path for awhile though. Upgrading the Patrol HQ will also further decrease the Hostility ticks. The only problem I ever had with the new system was I used Free Ports on Decivilized planets, which lowered my stability and increased my Hostility gain, before I had any military industries so it I hit a globat -2 Stability to all my colonies. If you are using Decivilized planets or are at war with like everyone I mean you might need more like the other Anons suggested. In a second play through with the new hostility system I had no issues and I ignored all pirates near my colonies.
Have more than you think you'll need.
Get the skill that cuts supply usage in half.
If you don't have enough cargo space, get dedicated freighter or the skill that adds 2000 cargo space.
After a couple of yellow skills I often find too many supplies to be the second biggest range constraint on exploration for me because I'm too much of an autistic hoarder to dump them.
Chain bounty missions in one sector.
Drop by pirates and pathers walmarts, kill their fleets and raid their station if you can't blow it up, you will get missions from their relay too.
Most likely you need salvage skill to boost post battle salvage bonus because that is only reliable source of supply out there. With technique like this you won't need core world anymore, not in a year.
Late-midgame you can bully sub-ordos for supplies and fuel. There have been several games where I found a nice centrally located orange beacon system with a station that I left alive to spawn refills for me on long trips.
Yes, once question poster tasted the fat and start putting things together for himself(outside, combat/salvage and fleet infinite respawn), he should see what you suggested. In fact all combat opportunity sustains one outside of market place so distress signal is yet another refill.
That is the hidden message from alex starsector, that only outlaws(rogue AI included) will habitually brave the fringe world and sow the seeds for you to take the harvest.
Anyone ever have a distress beacon with nothing in the system? I checked every planet/stable point and the only thing I found was a 2 frig remnant fragment running around. The notification still updated to say I investigated the signal, but I didn't find shit. I guess the fragment could've btfo a little indie fleet, but I couldn't find any evidence of that.
I thought I made it pretty quick, but I did have to cancel sustain and turn around. I would guess two days after I saw the notification. Four at most. If two frigates could kill it in that time then would've been too small a fleet to leave a debris field, I think.
>out on the very edge of ths sector where none have dared tread for ages >find the wreckage of some unknown great and daring explorers of the past >a single cryopod remains, the captain whose courage and, perhaps, folly once led a brave crew out to the very frontiers of human knowledge >pop it open >the captain is level 7, more skilled than the very best produced by the sector today >it's a male >unceremoniously flush him out an airlock
Sorry bro, nothing personal. Should've gone down with the ship, better luck next life.
I don't know if this is an unpopular opinion, but Nexerelin is bloated and I wish it was more modular. I enjoy some of its features and others just make me mad. Also not a fan of turning a decent space combat game into a bad 4x.
Which parts do you not like? You might be able to turn them off in the settings. Pretty sure AI faction colonization and invasions can be disabled, if you don't like that. Those are 4xiest features I know of.
>turning a decent space combat game into a bad 4x.
the "decent space combat game" is incredibly shallow in every aspect except the combat and entertains you for maybe 20 hours
Have an ancient 4th gen I5 and shit ass GT 740 I bought from a friend >Buttery smooth gameplay with big battles never dips below 28 at worst >Swap it to 4th gen I7 and an RX 580 >Constant micro stutters and even tiniest battle dips to 20 fps
I just don't get it, is AMD gpu just not compatible?
>AMD on linux
giga bricked even worse than on windows
AMD only ever works on Mac shitters
You're literally better off using Intel GPUs than AMCucks especially if you use linux
Not sure why, I managed to grab my old 0.95a version and it run as smoothly. Think I'll just stay here. 0.96a still sucks anyway, and they haven't updated the S-hull mod which allows me to stack doom fleets. It feels more rewarding.
>Nothing can fix the Wunder Wanzer though. That POS is just unusable.
The Wunder Wanzer is fine. You're just bad at the game.
Disregard my fricktarded statement in
>Am anon who put hand up for community patching Diable.
Have to confess, actually committing time to the Maelstrom has single-handedly redeemed the Conquest in my eyes. What the frick is this ship?
Sad part is, I can see what he was doing for a lot of the mod, but the constant fricking around with the speed of logiships between 'propelled by crew flatulence' and 'propelled by throwing crewmates out the airlock' tells me his priorities were a little skewed. >Spoiler
That's the only ship left I've gotta do. I completely understand. With luck, lowering the flux/shot on the weapons might put it somewhere not entirely unreasonable. Pity either way, it's a cool idea, don't wanna give up on it too easily.
. Lowered weapon flux on build-ins and it's instantly become my favorite ship in the set.
You don't need to alter anything, just choose time slowing system and this fricking think becomes grasshopper of gigamurderdeath. Only beamspam hardcounters it because it can't dive and jump out of beam range
Should I give Kanta Orbital Fusion Lamp?
This is a rare item but requires 10 volatiles. Sounds good for trading.
I dunno if it's because of Nex or another mod I have but if you give Kanta the orbital fusion lamp she will have it in her market and floating around her station flashing different colours.
If you can reliably supply the volatiles. >planet with abundant volatiles >size 6 pop >industrial planning >story point >alpha core
By the time you've done all that and found a lamp who cares about a little extra money each month?
How do AI ship pilots think about limited ammo like missiles and AM blasters? Do they try to conserve ammo and look for openings? If so, does the AI understand things like missile autoforge or ammo replenishing hullmods and use those weapons more freely?
I'm trying to decide how to outfit some missile cruisers for the AI to use.
There’s tags on weapons telling them to conserve or not, and when is a good idea to use them. Generally they’re okay at using them even if occasionally they look like they have no clue. They do understand the hullmods but it’ll always be better in the hands of a player.
In my experience, they make best use of harpoons and sabots. Dragonfire is almost impossible to frick up using as well.
That kind of answers what I want to know. I'll rephrase a little.
Does AI conserve limited ammo?
If so, does it conserve less if the ammo becomes less limited or unlimited?
There’s tags on weapons telling them to conserve or not, and when is a good idea to use them. Generally they’re okay at using them even if occasionally they look like they have no clue. They do understand the hullmods but it’ll always be better in the hands of a player.
In my experience, they make best use of harpoons and sabots. Dragonfire is almost impossible to frick up using as well.
>Not really. Don't expect Ai to use those limited resources wisely.
As in they won't use it at all.
I tend to give tons of missiles to my AI ships and they barely use them.
Sometime it's like the opposite
If I put all 4 missiles of the Pegasus linked he don't use them
If I link them 2 by 2, he barely use them
If I unlink them 2 by 2, he use them a bit more
if I unlink all 4 together, the darnest thing happen, it refuse to use 2 of them and bypass the sequential order
>he doesn't exclusively use only reckless and aggressive officers in his fleet
bricked
8 months ago
Anonymous
I don't because I like having a fleet that actually work instead of dying in kamikaze run.
8 months ago
Anonymous
as I've said
Bricked
They only kamikaze if you give them shit guns
8 months ago
Anonymous
Changing the guns won't make a loser into a winner.
Only a few ship are suited for reckless dumbass and it's not an efficient strategy, it's more of a handicap you accept because it's fun.
8 months ago
Anonymous
>not an efficient strategy, it's more of a handicap you accept because it's fun
this game is supposed to be fun not a minmaxing simulator
I've had the opposite experience. The AI seems really cavalier about missile use to me. I watch my pilots waste reapers all the time, it's really frustring. They're surprisingly smart with pressure missiles though, I never get mad when I see them dumping squalls or locusts.
>can't beat the ziggurat even with a pandemonium, 3 maelstroms, and as many cruisers i can squeeze in
Maybe I'm not skilled enough to be a Diable captain.
You are doing something wrong. All that needed to beat a zigg is pressure. Just surround it with something tanky (like Daze) and wait until its flux gets high.
I can't bring myself to play a mixed fleet, I always go for mono-faction fleets when possible. I only make exceptions for the logistical arm of the fleet, like tugs, salvage rigs, and freighters/tankers if a mod doesn't have them.
How do I fix myself?
Do a salvage only run: no purchases permitted, only what you can find. The only time you can spend credits on a hull directly is in restoration.
Hard Mode: Weapons as well.
>bump limit >inb4 you newbies make a new thread already when its not even 600+ posts yet and still miles away from page 11
Frick you too you fricking reddit slurping discord homosexuals
Is there any mod that adds better orders?
I fricking hate that there's no middleground order between "go ahead and charge this ship that will kill you in one second if you want" and "stay five hundred billion miles away from this ship at all times"
But what I want is specifically "do not engage" without the "stay five hundred billion miles away from this ship at all times" effect from avoid.
>But what I want is specifically "do not engage"
Not giving order.
Or "Defend" order, they'll gravitate around an area, yet won't take risk.
>without the "stay five hundred billion miles away from this ship at all times"
IMO the only reason to care about a target is if you want to destroy it. That's when you use the "Eliminate" orders so your ship focus fire.
What you should do is put defend point to shape the battlefield. The ideal being to attack enemies from 2 different directions.
>Not giving order.
Not giving an order allows ships to target it if they want to, and I specifically do not want ships targeting it, but I also don't want ships withdrawing from the battle completely because they're within visual range of it.
I don't know what about this you're not understanding.
My workaround for that is to assign the ships in question to escort either the longest range ship on the field or my flagship. It's not perfect for what you want but works well enough for me.
>I don't know what about this you're not understanding.
Hey now, I was being nice not pointing out you are pursuing self-defeating objectives.
At best you don't know what you really want.
At worst it's like you expect your enemy to just stand still in front of your passive ships while they get in position.
If the actual objective is to put a non-null pressure on the enemy, that's the Defend order for you.
Your ships will stay together and this is what will allow them to resist pressure, they won't target a specific enemy, won't take risk.
If you want them to focus fire only on one enemy, that's the "Eliminate" order for you and if they get destroyed it will simply be because you just CAN'T expect enemies with free-flux to not have the advantage over a ship that ignore them.
The "Avoid" order is more useful for enemies you intend to completely ignore and thus want to keep your ships from pursuing.
>At best you don't know what you really want.
I find it ironic that you post this when you fail to understand such a basic concept that I've laid out as plainly and simply as possible and instead go on about completely unrelated commands like an ape.
"This ship is low priority. Do not engage it. Continue engaging other ships without engaging this one. Do not flee to the other end of the battlefield because you see this ship on your sensors, but do not fire upon it and do not approach it if you don't have to."
This is what I want. I'm really not sure how I can possibly make this any more clear for you. If you still don't understand, then please do not bother replying. I'm trying to be nice, but your stupidity and lack of understanding of such a basic fricking concept as "LOW PRIORITY TARGET" is pissing me off.
>Do not flee to the other end of the battlefield because you see this ship on your sensors
This never happens.
8 months ago
Anonymous
He's being a little hyperbolic, but the avoid command will make a ship try to stay out of the combat range of the designated enemy, which includes their missiles and I think fighters. So it's only a little hyperbolic.
Anon, you are the one asking for help because you don't have a magic button that does something you can't define without contradicting itself.
But you refuse to accept that you might be asking something illogical in the first place.
>"LOW PRIORITY TARGET"
Is quite different from your full goalpost: >"This ship is low priority. Do not engage it. Continue engaging other ships without engaging this one. Do not flee to the other end of the battlefield because you see this ship on your sensors, but do not fire upon it and do not approach it if you don't have to."
It's so vague you might as well be asking the game to play itself but give you the illusion of making decision.
Beside ships already prioritize targets on their own. Probably better than you would with "pretend this ship don't exist, isn't shooting at you, isn't moving behind you, except when you should ignore everything I said".
You seem to think that (in a group fight) "not wasting fire" at some target (in range) will make killing the rest easier.
The flaw is that by doing so you aren't reducing the pressure your ships will be under until an enemy actually get destroyed, which isn't going to happen faster because your redistribution of pressure will be mostly weaker than the gain the enemy have from having a ship always at best flux.
That's why a more potent strategy is to focus fire on an enemy to remove it from the equation faster than your enemy can use that moment to pressure your ships.
If all you really want is to ignore a stray enemy: your ship already do it as long as they have ANY other orders and the stray enemy isn't approaching them or a place you've put on "capture", meanwhile a "Defend" orders do wonder creating a battle line, then you use "Eliminate" to quickly remove an enemy.
8 months ago
Anonymous
I believe I asked you to not reply to me if you still didn't understand.
8 months ago
Anonymous
And I do so I answered you.
No need to save face because you are actually incapable of defining what you want. Just learn and come back as a smarter anon next time.
8 months ago
Anonymous
>because you are actually incapable of defining what you want
I defined it very plainly and simply, and every single time you reply with "uhh... no am attack...? me no understand... you try da eliminate command? dats da one dat makes you attack!"
I'm sorry, but you're literally a fricking ape, and incapable of grasping basic concepts.
8 months ago
Anonymous
>basic concepts >two line of contradictory rambling about magically ordering all your ships to be pinata for some enemies except when it would be moronic which is all the time
My only error is that I've apparently hurt your ego explaining your error.
But given your last answer I'm guessing your battles look like pic.
Trust it or not but I could actually have screencaped 2/3 anons telling me I helped them with the command system, one of them a veteran who discovered something, encouraging me to write the wiki.
8 months ago
Anonymous
The fact that you think any of what I said is contradictory is honestly baffling, and you just keep saying it without being able to explain what exactly is contradictory about "This target is low priority. Do not attack it."
Once again, I can only assume you're a literal ape because you don't seem to understand anything except attacking and are extremely confused by the concept of not attacking.
8 months ago
Anonymous
The devil is in the details and you have a reductive understanding of how the AI work.
https://starsector.fandom.com/wiki/AI_Behaviour
You don't even see your contradiction. >what I want is specifically "do not engage" without the "stay five hundred billion miles away from this ship at all times" effect from avoid.
=/= >"This ship is low priority. Do not engage it. Continue engaging other ships without engaging this one. Do not flee to the other end of the battlefield because you see this ship on your sensors, but do not fire upon it and do not approach it if you don't have to."
=/= >"This target is low priority. Do not attack it."
>confused by the concept of not attacking
...an enemy who is attack you, also asked to move away?
I sure wouldn't want to be under your orders.
It's simple: You describe an order that need to be ignored in most of the situations you can face because it's moronic and suicidal.
8 months ago
Anonymous
Each of those quotes literally says the same thing, ape man.
8 months ago
Anonymous
If you say so Mr.Zapp Brannigan
8 months ago
Anonymous
I wish you were smart enough to understand how ironic that is coming from someone who fundamentally cannot grasp the concept of not always attacking at all times, because it's actually pretty funny.
8 months ago
Anonymous
>not always attacking
...an enemy always attacking you. >not always
Move the goalpost as you wish, you are still asking for a magic order that play the game for you, asking your ship to be pinata for some enemies.
8 months ago
Anonymous
Speaking of "moving the goalpost" and "contradictory rambling", you're so confused by the concept of not always attacking you can't seem to decide whether marking a target as low priority would be a magic command that plays the game for me or turning my ships into pinatas in the same post.
Every single time you post it becomes more and more apparent that you really are a barbarian ape man who only understands "move forwards and attack the first enemy in range", literally calling the concept of doing anything else magic.
8 months ago
Anonymous
Piling up insult won't change that you are the one who don't understand how the AI work. You asked questions, but somehow you are mad to be told it's more complex than you thought.
8 months ago
Anonymous
The only question I asked is whether there was a mod that adds more orders, because I want a less extreme version of the avoid command, which this game does not have. You've completely made up the rest of this in your head, and seem to have no ability to comprehend anything you read.
8 months ago
Anonymous
And my answer to your question is that you are looking for an unicorn that can't exist because of how the game work.
The discussion got heated because it seem I ticked you off and you started insulting me Ganker style.
You can't have lower priority than it is now without making your ships into retreating-pinata. The avoid order work this way because unless you get out of range you are just helping that enemy put more pressure on your ship.
If someone made a mod I expect it to be a secret "eliminate" raising all other every ship "priority", priority here meaning taking more risk in the threat-rating calculation.
8 months ago
Anonymous
The entire problem is that the avoid command is far too extreme and causes ships to stay out of missile range, which is massive and generally unnecessary because most ships can't put out heavy missile pressure at long range, and point defenses are a thing that exists to counter missiles, and because of the massive range they stay away to avoid missiles they end up withdrawing from the fight entirely, making the command useless against anything with a single missile rack.
I'm insulting you because you seem to be completely incapable of grasping the very basic concept that I'm explaining to you and referring to it as magic while repeatedly telling me "you use da eliminate command to attack ships" like a caveman.
Even if the only way to lower a ships targeting priority was to raise the priority of every other ship, I'm sure even someone like you could understand how having a single command to do that automatically would be better than individually issuing an eliminate command on every other ship in the battle. Imagine if there was no eliminate command and the only way to have ships attack a specific target was to give an avoid order on every single other ship in the battle. Pretty nonsensical, right?
8 months ago
Anonymous
IMO what you ask isn't actually "basic" and is only applicable in small niche situation, bad/inapplicable in all other I can imagine.
The very idea of prioritizing target only make sense in the way of the "eliminate" order or against enemies who cannot put pressure worth mentioning.
You might have come used to prioritization in game where your unit do not move without your consent, which eliminate the "pressure" part of the problem since they are defacto suicidal to start.
I played Starsector when several version ago it took more effort to keep your ships from rushing in recklessly than to attack. Now they put minimal effort by default, they'll almost won't attack the enemy if the enemy wasn't the one coming into range
>was to raise the priority of every other ship, I'm sure even someone like you could understand how having a single command to do that automatically
Do you understand what it mean to "raise the priority"? It's an eliminate order and those are dangerous because those ships WILL take more risk because the no-order standard is already very very minimal.
I do in fact regularly spam "eliminate" on plenty of target to encourage an aggressive culling, avoiding to put too many per area or it have the opposite effect, also removing them on the goes for target no longer in the area I want my ship to focus on.
An automatic "eliminate" order on every ship, is what the Assault button does and it is dangerous.
8 months ago
Anonymous
>The very idea of prioritizing target only make sense in the way of the "eliminate" order >Do you understand what it mean to "raise the priority"? It's an eliminate order and those are dangerous because those ships WILL take more risk because the no-order standard is already very very minimal.
You see, this is why I'm insulting you. You're literally only capable of thinking in terms of the eliminate command.
I feel like I'm talking to a fricking caveman. I try to explain the situation very carefully and you're still incapable of understanding.
I've wasted enough time trying to explain basic concepts to an ape. This will be my last reply.
8 months ago
Anonymous
Final loop then:
You are the one who came with question.
I explained you the game isn't at fault, what you ask for is just not a workable idea the way the game is now and would make your fleet take more risk.
You got mad because you can't accept you are wrong.
Maybe if it was a different game with smarter AI and actual pathfinding your idea would have a different result.
Getting star fortress with it's escorts was so fricking hard, only had my flagship and one cruiser with 20% readiness and about as much HP left by the end from my grand fleet.
But it's absolutely worth it, no more pristine hegemony fleets to prey on my colonies.
All hail the High Intensity Laser, it would be impossible without him.
Update, just a bout a month after that hegemony homosexuals successfully invaded Kazeron and took over their pristine nanoforge so I'm back to square one.
I would be mad if I wasn't amused.
You probably already know about most of the mods that most players would call great, and probably already know whether you want to use them.
A smaller couple of mods that have been pretty impactful in my current playthrough are More Bar Missions and, more importantly, its companion mod More Military Missions. Together they let you dip into pretty much any playstyle you want whenever you want to, and the latter gives you lots of opportunities to fight big battles for fun and profit. If you can punch above your weight class, the station defense missions can be really imbalanced and feed you tons of high end ships that you might otherwise never have access to, so exercise discretion with those. Or don't, whatever, it's your game.
>More Military Missions
Pretty good one. Easily available large scale battle with some support from a station.
On that note I conclude beam spam being relatively efficient at pressure, though it greatly benefits from some actual heavy hitter on your side to capitalize on that pressure.
same as all midlines. no armor and no shields worth speaking of. but that only matters if you fight with it, statios otherwise have the same calculations for automatic fights.
It's not that it suck or is weak, that's a hyperbole but it simply can't compete with high tech shields and beams or firepower and durability of low tech.
Also hangar side is a problem, very few weapons so enemy can get rid of flux while waiting for weapon side to come up.
Since we're talking about stations. I don't know which mod adds it (industrial evolution maybe?), but I have an option to build an AI station. Is it the same as a remnant station? If so it's probably worth the extra cost.
There are a few.
Arma Armatura has some over the top pilotable mechs and some mech fighters.
Diable Avionics also focuses heavily on fighter mechs, with some ships allowing you to control your wings as a special ability.
Neutrino.
nex is the must-have mod
ANIME PUSSY
Shortstack game strong
Such a shame she's stuck in a literal meme mod.
>jap text
Is Sector popular in Asia?
Its not
They all hate starsector
only china likes it enough to have their own mods and forums for it
>They all hate starsector
Nice trips.
Why though?
japs cannot into computer, asiatics only play mmos
Wrong
Its too ugly
too many homosexual men
and most of the mods that aren't made in china are made by transvestites and animal fricking penis mutilation enthusiasts
Surely there aren't that many gays?
name one heterosexual male character
the player
daud and the player (if that counts)
besides that, Idk
Male pirates?
>too many homosexual men
>in starsector
what memery is this?
Maybe he talks about that stupid discord app that somehow everyone uses?
You know, when I was young, I couldn't even fathom homosexuals exist, but ever since I talked to other humans I experienced nothing but disappointment.
... japanese talk on discord, then? while playing starsector? that's why they hate starsector? wtf?
I was mostly talking about the supposed many homosexuals that one anon mentioned.
That said Japanese too use discord, some at least.
Not even 10 posts in and coomers are already shitting up the thread.
Cope
>gif
for what purpose
You're proving his point.
Can ai be trusted?
It depends
>gamma-chan piloting a lumen
No
>that one AI core that wants you to do some quests for cash.
Maybe. She will probably pay you, but you can be sure the job is never as simple as it looks
>alpha-mommy governing my highest grossing colony:
Yes*
>Sierra
Absolutely. The question is, can she trust (you)?
*terms and conditions apply
Sierra certainly can't trust me to do that big fleet battle. I'm a capital bruiser, I go full moron on skin-thin mobile ships.
Humans can't even be trusted to not make a general when the old thread isn't even at page 11 yet
Moreso than humans
Can you?
Well, one one hand, they literally caused the apocalypse and are basically the devil...
On the other hand, Sierra is cute and Alphas are great for the economy.
Think about the economy... The numbers must go up
No, i just need more money so i can get BIG GUNZ
That gamma core in my sex doll? Sure.
All the rest get chucked into the nearest star.
They are good salvage.
Dude the other thread isn't even at 1k posts yet
What the frick
>Any mods you like?
Change that into a Synth woman, and maybe I won't saturation bomb on sight.
Always play with Arma Armatura, mechs are cool. Detailed Combat Results is really good for learning which ships are actually pulling their weight. Ship/Weapon pack has a bunch of fun weapons. Nes's SAW has some unique fun ships, maybe a bit too strong but worth it anyway.
VNsector
This is the best system I have ever found, 2x class 5 and 2x class 3 planets.
>superhot roch
>atmosphereless mineral rich rock
>farming and no trans or volatile elements (just like rural america)
>habitable world with the only issue being easily fixable darkness
Good find. Does it have gate? If not then into trash it goes
>Any mods you like?
"Fleet Size by DP" should be vanilla and you know it.
https://fractalsoftworks.com/forum/index.php?topic=22191.0
Nonfaction mods
>Audio Plus
More music, they fit pretty well.
>Automated Commands
A bit more tweaking so you don't need to micromanage ships as much.
>FleetHistory
Nice to see how ships perform in battles.
>HexShields
Visual Variety in shields, and it doesn't really impact performance
>SpeedUp
Hurry the frick up.
>Nex
Nex, having a more dynamic sector is great.
Faction Mods
>Imperium
One of the few factions I felt was fun to run pure faction fleets including pure faction weapons without the weapons or ships feeling lackluster. The Package system is great and adds a lot of tweaking you can make. The fleet is pretty solidly... midline so if you don't like the style of the ships you won't like it.
>Forbidden Waifu mod
Ships are cool and there is clear thought into where the ships fit within the faction doctrine etc. Unfortunately the weapons are almost all pretty ass with a few exceptions, and the fighters are great with the 25+ OP Wings being hilariously strong.
>Ship and Weapons Pack
Its good, the Ships and Wings in particular.
Vanilla-friendly mods? I’d like more of the ones that listed. Like more QoLs and stuff that makes it so
The one which allows officers and ships to earn experience.
stellar networks is a must
starship legends is great but some moron really hates this mod and always shows up to complain about it
>starship legends is great but some moron really hates this mod and always shows up to complain about it
Literally why? It's a small, reasonable mod, hullmod ship boost works well with lore seamlessly too.
the moron in question cant control himself so he shits up the stat boosts and complains its overpowered or useless if the boosts arent strong enough at which point the mod has no reason to exist
where's the new potrait pack that anon was making. did he finish it?
Use the previous thread you double Black folk
dont think i will
Rapesector best mod yesss. Hello from /hgg/!
What is a supercap?
Diogenes not welcome.
A Ziggurat is the only vanilla super capital
>Diogenes not welcome.
Did someone speak my name in vain?
A capital ship whose power is significantly disproportionate to its cost or has a cost greater than 60 DP.
>game about flying ships and exploring space
>people still shoehorn stupid anime girls in to get horny about
gooners deserve the death penalty
Anime girls were in space since 70s at least.
Is this some new buzzword?
>duh durrr buhwurd
Your brain melted by porn.
>reading comprehension
>t.
Not everyone can be a natural born moron homosexual like you.
Gotta do something while you're flying for weeks between stars.
Blow up pirates?
I still can't be bothered updating to 0.96
so anons, how are your current SS runs going?
>start playthrough 2 days ago
>realization hits that VIC update could be just around the corner
>stop playthrough 1 hour into it
It was around the corner 2 months ago so I wouldn't worry about that.
Earlygame is the most fun anyway so I don't mind restarting.
Just got back into this game after i last played about 2 years ago. Playing completely vanilla.
Why in hyperspace am i often followed by an unidentifiable signature that i can never reach? It always maintains the same speed as me. Exactly who or what have i angered.
Also, when should i make a colony if ever, right now im just barely scraping by with a rag tag fleet of damaged ships working for some independant academy or whatever it is.
Sensor ghosts and anomalies. They're relatively harmless and aside from sometimes being annoying they only really spook you a bit. The trade and exploration loop to big dosh still exists. You'll want about a mil saved up and a decent fleet before you settle though.
>hyperspace things
Space fish. Disregard them. Unless they start messing up your engines, then just fire the interdictor to make them frick off and trigger a bar event when some spacer tells you to stop yelling at space fish
>colonies
As soon as you find a decent farming llanet and have 1mil saved up
>working for academy
Ditch those dweebs. Go smuggle drugs for panthers
(me)
I gave up on the academy, did some trading and got around 700k before heading to a bounty system, beating up a bunch of frigates and getting an extra 100k. With 800k, is it time to start a colony and make my first capital ship?
I think i've picked up a capital ship blueprint along the way, i don't know how to check what I've learned.
Press D, go to the blueprints tab it will show what you can build in ship production.
If you are on 0.96 800k is plenty to get started. Just smack down pirates and/or pathers once in a while to keep hostile activity low
Why are so many mods for this game infested with unironic communist bullshit
because many modders are unironic communist sodomites
Give example
There are more mods than I can count which add reskins for Vayra's commie faction.
And why would a simple commies faction be a problem? It's like the one meme not represented in Ss yet
A simple nazi faction was so big a problem that several morons added crash scripts to their mods to prevent their mods being used with it.
said modder was pushing his nazi propaganda verbatim in game and on the forum, only error was Alex not banning that moron outright leaving the only way to make him shut up was sabotaging his mod
>pushing his nazi propaganda verbatim in game
I am currently playing with NGO and it is a regular ass faction, pretty decent one even.
Was it sanitized or something?
>Was it sanitized or something?
Some of the potential ship names used to be members of the Nazi party, and the artwork for when you visit one of their planets (the guy from Army of Two stood in front of Coruscant from Star Wars) used to have the SS lightning bolts on his shoulder pad, that's it. The author was a certified moron who couldn't hide his power level however, and constantly posted Holocaust denial stuff on the forum. Pretty based.
>constantly posted Holocaust denial stuff on the forum
May I see it?
Someone might have screencaps but everything from that time has been long since deleted. And for the record, ARIA is the superior wehraboo mod. Valhalla Starworks would be first place if it were actually finished.
It doesn't exist and never did.
I was talking about Aria The Escalation.
Maybe the modmaker shouldn't have made ship names like "Hitler-was-right" and "KiggerNiller"
Some of us don't like politics shoved into our games.
>I don't like your wrongthink so I will take malicious action against you
Some of us don't like that.
>I don't like your wrongthink so I will take malicious action against you
>ship names like "Hitler-was-right" and "KiggerNiller"
And then those pathetic /misc/tards cry about being unfairly persecuted for no reason at all.
I fricking wish they were 1% as persecuted as they claim they are.
>ship names like "Hitler-was-right" and "KiggerNiller"
Thanks for the inspiration, I was trying to think of a good name for my flagship. ISS Literally Space Hitler it is.
>Some of us don't like politics shoved into our games.
What's your opinion on mods putting "trans rights" and other irrelevant trash in the gameplay tips?
Seeing as how that is a statement of acceptance and not politics; fine.
Why am I not surprised
how about you accept deez nuts into your mouth
Trans have no rights by the way
legally and scientifically speaking they are no longer human
They can't even be classified as animals
Nothing wrong with that
>what is Vayra's Sector for 500k credits
Ok so 1. it is true that modders are very likely to be a communist sodomite
But also 2. Vayra's faction is a blatant mockery of communism. If you paid any attention to the ship names, or even the theme song (which is played on a kazoo) then you'd notice that.
If you're too moronic to notice simple satire then you need to stfu when criticizing actual problems, you muddy the water. Some people are better off with their mouth shut even when they're right and you're one of them.
Apex.
>Apex
And? Is that another badly balanced mod?
Does the faction theme being Collectivism make it worse than Military dictatorship 1/Personality cult 2/Corpo-land/Backstabber League and Religious antitech?
>DME
As far I know that mod is dead and it had subpar art as I remember
>something to the effect of
You'll have to be more explicit, the only error here would be explicitly referencing Nazi, same error as the literal Nazi mod who was quoting Nazi propaganda word for word in a future so far away they probably don't remember what Earth looked like.
>You'll have to be more explicit
I found it, it's
>Space Nazis Must Die!
Guess that's just a boring name, even less creative than reference Ian's Bank Culture.
In the far future, a galaxy far away, the name Nazi will always remain slang for "that evil irredeemable faction"
Kinda like "Forlorn hope" grew out of a misunderstanding
https://en.wikipedia.org/wiki/Forlorn_hope
>Ian's Bank Culture
bleh
I hate to break it to you mate but,...
>Inspired by the martyrdom of a figure known as 'Ludd' during the fall of the Domain, the Church of Galactic Redemption is a hierarchical church with highly syncretic dogma formed from a core of Abrahamic texts and apocrypha along with Domain-era reaction against perceived corruption, depravity, hedonism, and transhuman abomination. The Church offers a vision of life lived more simply, of agrarian virtue and humanistic values and prayer against the violence and technological alienation that's torn the Sector apart in the years since the Fall."
>highly syncretic dogma formed from a core of Abrahamic texts and apocrypha
>Abrahamic texts
We brought all our culture with us to space. As long as there are still people who are mad about a politcal movement that started around 90 years ago it will persist. Same as people are excited about an empire that died out over a thousand years ago and a small island that shipped tin. I personally am more surprised by how ferverantly people have consumed their own nations propaganda in the internet age when it's apparent it's propaganda and people from other nations can point out and cite sources to it being propaganda. I don't mean people who simply don't care I mean people who dogmatically defend it. I enjoy the commentary that the game pokes fun at it and how we as the player are entirely uneffected by it being outside the governance of individual nations/empires/factions whatever they are.
How does the New Order handle this type of issue? I've never used it and my next run is a Nex/Vanilla run with a Luddic Path Commission I plan to keep the whole game and never found my own faction. Should I enable it that factions can attack pirate factions at start? I thought it was stupid they never attacked the pirate planets in general but, know it will make my run harder if I do. I enabled Officer Deaths too since I can kill their officers. How is Officer Death even handled by the game?
>We brought all our culture with us to space
Our "culture" in that context being an ever-changing set of beliefs and memes sustained by incomplete historical records, memes and belief spread through propaganda and a culture war since the dawn of history.
I'd take the primer for cryosleeper with skepticism.
https://fractalsoftworks.com/2017/08/16/a-true-and-accurate-history-of-the-persean-sector/
Just the Luddicte church to exist have to override previous religions and ignore their dogma are considered irrational, before talking of the Pather.
Given the tidbit we have about The Domain being oppressive and using the gates as a mean of control they would sure edit some bit of history.
Can't answer you about the Nex mods, personally I don't like allowing invasion because it make them look cheap. Still hoping the devs write the start of the 3rd AI war.
>Officer deaths
Been playing with that and Im still not sure what exactly triggers it. My best guess is after ship is destroyed (not disabled) game rolls a check, and if failed, officer is either killed or MIA. In second step of counting casualties, when it says "x members of your crew were saved from the wrecks" MIA offcier has a chance to be found. If not, game removes them from your pool and gives some story points as compensation - the highest I recieved was 2 for level 6. Not sure if it goes higher.
"nex_officerBaseEscapeChance":0.5, # modified by crew loss mult
"nex_officerSurviveChance":0.75, # only if officer does not escape and ship is disabled rather than destroyed
Thank you for your answer. I had no idea it gave story points back. I dug aroun in the setting of Nex and found this info out. I suspect crew casualty modifier is the same hullmods like Blast Doors modifies and the Skill Containment Procedures modifies. After having played with it I suspect like a previous poster mentioned there may be a relation with TakeNoPrisoners that prevents death or it might be broken. I had 2 Reckless Officers in SO Brawlers that refused to die and I lost my own SO ship 3-4 times and didn't die either. I've been suffered no casulties even trying for them.
I bring good news from a foreign land my brother. I'm running largly Vanilla myself. Pather ship choice is limited if you choose to run only what they can run. I spawned with nothing but a Kite LP and now have a fleet. Pather ships are fast, and have SO built in but at the early game you have no Industry to speak of so and D mods everywhere. We can use this. With Wolfpack Tactics , Support Doctrine, and Derelict Operations we can turn most engagement into a simple DPS check.
I wrote that like a week ago and have nearly won now.
>Officers in SO frigates surviving
Thats why I still have no idea what triggers actual officers death. For me it also happened much rarely, than it should have, since it was Pather playthrough, with all that entices. Still, cool to have options.
They died on the second to last planet in the play through. They went into the heart of the enemy and drew fire as the fleet killed the station and then turned on the defenders. I tried to get her killed all game as to know how it worked. I thought it was broken till I got the notification. I had no skills to improve crew survivability.
>And other Stations posters
https://fractalsoftworks.com/forum/index.php?topic=15758.0
This is dated but unless they really changed anything it's probably still relevant. I've actually found the Midline one to be a beast at times against the A.I. When you see the enemy fleet getting ready to enter the fire arc pushing normally resulting in their line caving in. The RNG of what guns will it get does make a difference and if it's your own station the BPs you know makes a huge difference. I for one love finding a Plasma Cannon BP and learning only it as my large weapon then spamming High Tech stations. It solos Ordo [REDACTED] like that. dies like a b***h in auto resolve though.
A potential ship name in DME is something to the effect of
>Kill all space Nazis!
>wanting to kill nazis is commie bullshit
>t. Nazi
Considering this game's rancid modding community and its relationship with the 'muh natzees' bogeyman, yeah.
Sounds like nazi cope
Your post is just a little Red.
Now, ain't I right?
(You)
(You) are the best example of this you unironic homosexual homosexual
have a nice day
NOW
All that means is more commies to sat bomb.
Nazi ponies were some of the first I made sure to add to my MLP portrait mod.
>mfw i will never frick an AI core
AI core frame is not optimized for interaction with organics.
Heresy
All Grimm wants to do is frick AlIce all day every day
You must be an impostor
>wanting to frick a terrible frenchman
too gay
gay game
I run out of stuff to do after beating the story missions and getting above 1mil/month in colony taxes, so I just start strat bombing everything. Is this wrong
No it’s why mortals are never allowed godhood in fiction it’s just natural
Intended. The creator of this game intend you to bring punishment to this sector for their transgression.
Ludd was right.
Nah, that's the natural endgame in anything like this.
Any tips for a Luddic Path playthrough? Getting contacts and even just missions seems to be a lot harder, and friendly fleets and patrols are weaker than pretty much everything else in the game, even pirates. Can I buff my fellow space jihadists by stealing nanoforges and selling them on Pather worlds?
Pathers are fricked in vanilla. Neither Epiphany nor Chalcedon have Heavy Industry or Military Bases, so you cant buff them indirectly. If you have Nex you can purchase governship of Epiphany while its size 4 and boost them by building all the neccessary infrastructure, but now you are more of the jhihadist sponsor rather than mujahid, so, not ideal.
Their ship selection in vanilla is also quite weak, but it can be helped by mods, like luddic enhancment, prv Pathworks and Stinger (path ships are the only good thing there Turkler). Oh, and you can install missing ships mod, ignore allmost all the ships it adds and hunt for the Ragnarok, for the ultimate late game Pather capital. Also also - if you do luddic shrines and following quest you can get pather contract on Chalcedon, but for me he never had any missions, so YMMW.
Get yellow skills - salvage, field repairs, both supplies and fuel discount and derelict operations. That allows your 300 dp fleet of D-mooded pather shit to consume like 100-120 supplies a month, and that helps with money and resupply.
In short - vanilla is pain, but modded can be quite doable. Based for doing Pather playthrough, frick the Tri-Jews
BORN TO DIE / SECTOR IS A FRICK / Kill Em All Cycle 218 / I am omega core / 410,757,864,530 DEAD PATHERS
>mod author removes GOAT ship for no fricking reason
I know this was ages ago but this is the exact reason why I never update this game.
just mod it back in ffs
Shut the frick up Noah
Why did Alex even bother with the entire concept of phase ships when the AI, both friendly and enemy, is completely incapable of using them?
They work on my machine.
>buzzes around your ass while in phase doing literally nothing
>teehee I'm gonna decloak now in the most vulnerable position I can find
>instantly takes heavy damage, maybe fires off a few of its piddly autofitted weapons
>cloaks again assuming it doesn't instantly die
>repeat until dead
They can.
It's the change in specs that made them harder for the AI.
Before the phase ship were always super fast with a good range, so even a basic AI could position itself or escape to try again.
Now they are much slower by default and there's 2 distinct method of using them, which the AI isn't good at.
edit the game to allow both coils and anchor at the same time and massively reduce their op cost
just like always alex massively overcorrected things
How?
Edit the hullmod java files in the core/starfarer.api
>he doesn't set his fleet doctrine to be reckless when unpiloted by officers
You fricked your own shit up
You have no one to blame but yourself
Are there any mods that let me choose my starting ships?
Nex has let you do that for a while
How does Roider Union stack up in terms of power level? I'd really like to do a run where I stick almost entirely with their ships/weapons/fighters but I feel like they're going to fall off quickly in the endgame.
Honestly, Tiandong does the whole 'retrofitting civilian ships' thing much better. It's more rough around the edges on account of being fricking ancient, but the ships and weapons are way more fun to use and can actually punch up.
>can't use the planet killer on Galatia Academy
Well, it's not a planet, it's an academy, you silly goose.
Baird would have to teach you how to use it anyway
What do we do with the Planet Killer anyway?
It don't seem to have a plot hook with the Hegemonic descendant.
you literally just give it to the luddic path to make them frick off
i'm betting if the story ever gets finished giving it to the luddies will be a trap path and you'll actually want to keep it yourself and use a set of Alpha Cores to crack its firing codes
>you literally just give it to the luddic path to make them frick off
Where?
Talking to a Pather Station Captain from any of the stations sieging your colonies, I think.
Hey I want to play this game but it seems hard. Not sure how to build ships to be effective... I'm playing on vanilla but really struggling. What are some good ships and strategies for beginners?
Just don't bother
Go play starfield instead or something
starfield is shovelware and final undeniable proof that bethesda's successful games in the past were flukes
missing the rear mounted medium gun turrets but close enough I guess
Pick up a Hammerhead, slap two chainguns in the medium slots and do sim battles through the refit screen. The Hammerhead is a great ship to get used to the controls and how to play in general, you really can't go wrong with it and can punch up pretty hard. Hold shift to keep your ship pointing in the direction of the mouse.
For campaign/exploration stuff, Shepherds are your best friends. Decent cargo and fuel capacity, they increase the loot you get after a battle due to their salvage gantries and their sensors let you survey planets cheaper. You can get a spam of these things going and it's surprisingly effective, especially if you're doing the heavy lifting in your Hammerhead. Be on the lookout for missions like scanning terran/arid/tundra worlds, as well as anything like an orbital habitat. They're rare but it's guaranteed goot loot and a good payout for the mission itself. All your monetary problems can be solved through abusing trading, but you're better off not doing that on your first run.
thanks anons
Try the Main Menu missions first to acclimatize yourself with ship controls, effective builds, and combat strategies in general.
Big Brain Energy has several tutorial ramblings going over damage and weapon types, ship load-outs, combat strategies, tech tiers, and more. I recommend them to at least check the most basic stuff, but you'll need a bit of free time to go over them.
https://www.youtube.com/@bigbrainenergyguy/videos
Why is everyone in this game so goddamn ugly?
Because it's like the grim future and everyone isn't pretty and like because its realism man even the tritach execs should be ugly.
artist is a homo
israeli too, because who on earth b***hes about "hollywood casting"
In the year c206, Ugly is the new Pretty.
fix the fricking gates anon
They aren't.
They are
Like it or not this is what average looks like.
Wont stop me from calling them ugly
So did Valhalla Starworks' dev get meat cubed in Ukraine or is he still alive?
New UAF carrier.
thats just neuxoria with the giant ass runways removed
seems to have lost half the weapon mounts too
none of that matters though because its not worth updating after the homosexual removed the questline
What questline?
the one that gives you 2 unique officers and the custom fighter
SFC managers can’t stop winning like this.
>grinding rep leads you to get supercap flagship as part of the mod, not 40 million meme purchase
>ship ties in to NPC, unique recruitable officer whose recruitment is practically a small visual novel which you can fail
Please tell me the names of all of the mods that have mechs. I love robos
I already know about arma, diable, and the gundam mod
Literally anything: *exists*
Alex: WE NEED TO NERF CARRIERS AGAIN!
go back leddit
i know you guys hate Diable because Tartarsauce nerfs it alot, but it's got alot of great ideas. Their exclusive battlestation, for example, is the perfect fix to Mid-line stations, since it divides everything up so one side isn't just a giant, exposed hangar.
i dont hate diable because im not a moron who is incapable of editing a simple text file
You completely misunderstand Anon, Diable is liked here.
Everyone WANTS it to be good.
The main reason why people hated the nerfs isn't the nerfs themselves
Its because it broke the other sub mods that need Diable to work like Dabbled Avionics and Archotech Research Collective
Just started playing this weekend. I feel like most engagement ranges are pretty close. Do you ever get weapons that shoot farther and actually do damage?
Find +range hullmod, slap it on cruiser or capital, get gauss or tach lance. Or learn to use x key to force shoot certain guns in valleys instead of steady pressure.
if you feel like your weapons suck then it's cuz your fits suck, the player can easily powergap all the npc ships without needing officers or smods. post one of your fits and people will tell you what's wrong with it
Baseline stats are augmented by skills and hull mods. There's a big difference between a vanilla ship with a level 1 captain and a properly hull modded ship with a maxed level captain.
hypervelocity driver is the go to long range kinetic weapon
tachyon lance is the go to long range energy weapon
integrated targeting unit and dedicated targeting core are hullmods which increase range a lot on larger hulls
some ships have a built in hullmod that increases range a lot (advanced targeting core)
>The Ziggurat is overpow-ACK!
>meme frigate
look mom i posted my cheat ships again
>IBB officers
How did you get them?
Combined the IBB mod with Take no Prisoners.
Much obliged, anon
>not using twin halberd beams on the Kestrel
It's TASC and I still don't know if Boggled removed the spyware or not.
>spyware
Elaborate please.
IP logger that he put in as an "option" but was on by default IIRC
It knows if you are sleeping
It knows if you're awake
If you ever do anything anti-Semitic or anti lgbt++ you get reported to the mod mafia
anyway mods that let me be a fighter x)
but no seriously is there anything like that? Tried playing as a kite just by myself and it's pretty hard
Arma armatura lets you pilot strike craft, which are basically fighters. You can even manually dock at a carrier to fix your ship.
>find a system with 7 good planets in but no habitable world
>keep searching for about 2 in-game years
>all the habitable worlds are either in dogshit systems or have higher hazard ratings than the barren rocks I've stubbed my toe on
>say frick it and just get the terraforming mod
>go back to 7 planet system, select the most meh rock and turn it into Eden
I fricking hate this game's system generation, and ESPECIALLY how the cryosleepers always spawn in the worst fricking places possible.
>just get the terraforming mod
welcome to enjoyable gameplay
>the cryosleepers always spawn in the worst fricking places possible
get adjusted sector to increase the number of spawns and just use the otherwise default sector generation if you are happy with vanilla settings
>played starfield until it turned to shit
well, that's that, I guess. Shipbuilder was p cool for a while. back to rapin'
time for a pirate hull only run
Why don't you backseat devs make a community patch for Diable and post it if it's a matter of editing a text file?
Been busy, I'll throw it up when I'm done.
I'd rather you fix Dabbled Avionics instead
because every moron will question every balance change you make so whats the point
just tune it to your liking like i did with pandemonium giving it 420 OP because haha funny number so now it only slightly sucks instead of being complete dogshit
I've done multiple playthroughs on a laptop years ago.
Now that I have a decent PC, I'm throwing myself straight off the deep end with Nex and multiple faction mods.
It can't be that bad, right?
Nex absolutely floods you with intel messages and I find it overwhelming. How do you deal with this, do you only pay attention to certain stuff and mentally filter out the rest?
Additionally, are there any well-balanced faction mods & general content mods you would recommend?
Roiders.
>mentally filter out the rest?
i instead filter it out using the option they give you for that specific purpose
Git gud you worthless loser
Object analysis is great. Just jump in, check if there's anything interesting, no need to comb every goddamn blackhole system for derelicts etc. from mods and such
Be a good person
Those are some fighting words!
Ok selkie
I'll be polite to the next officer I rape.
One slur at a time
How about you fricking make me?
Even if you're an apathetic sarcastic, contrarian butthole who thinks he's the center of the world, you CAN be good!
That sounds hardly profitable.
>set up colonies
>have thriving civilization
>some faction attacks
>tries to threaten the lives of my good people
>forced to commit self defense genocide against the entire faction
i think i'm a good person
with that said, i will never stop saying Black person nomatter what any homosexual says about it
Frick off Ember
Rate neuxoria 2, noah boogaloo
Mod?
United Auroran Federation, UAF for short
Thanks. Is it discord only?
iirc it had a forum page, but iirc hasnt updated in a bit
Soulless.
She got fat
I guess I'm graduating from architecture to engineering now.
>have a system up and running
>full on deathfleet ready to annihilate everyone in the sector
>lose drive to continue, don't even feel like getting the altagrave EX
This game needs more endbosses and story content.
ayo?
starfarer bros? is the newest version public? as i thought the 1.2 one isn't the last available as it has some grammatical errors for how fricking cool it is as is
stop using shitmods
but i'm not using epta
What the essential mods for a based individual?
the lobster mod.
https://drive.google.com/drive/folders/1Hhwt-B30fl8z1SxUefh0e8lBfxK-gSLI?usp=sharing
please don't ask what this does and just put it into your mods folder (i don't think sound files can contain viruses)
i could recommend other mods but those are personal preferences. except SpeedUp and maybe ArmaArmatura
This better be dolphin porn and a buttcoin miner.
it's lobster porn that'll give your a heart attack, enjoy.
Should my next run be based on the diktat gas station mod or UAF? I've never played either.
UAF if you are into carrier gameplay, SFC for writing and characters. Your pick.
But most UAF carriers are trash
It's nice to see mods being faithful to the vanilla experience. 🙂
Carriers should be changed to work like WoWS where you control the wing.
That update killed carriers gameplay.
>SFC
you should install both because they have built in rivalry and just join one of them to frick up the other
Focus on Sindra and kill any UAF ships that visit the core worlds for their guns and hulls. Their worlds offer nothing worth visiting.
Unless you've got the funny mod installed. Then it may be worth it.
Doing my playthrough now. I love the vibes and the characters set up but good lord do the ships/weapons kind of suck ass. The shield efficiency on these ships is atrocious. One of the capitals has an efficiency of fricking 1.5 if you can believe it. The guns in general aren't super impressive either considering they're energy weapons but there's at least a few stand outs like that one large weapons that has a 25% chance to do 500 frag damage on what's effectively a beam that does hard flux.
The antimatter blaster fighters are pretty rad in concept but they're slow as frick and have no shielding so in practice they're just bombers that do less damage and die easier for 25 OP. At least they'd be amazing for fricking up frigates... If they could catch them.
Should've specified I'm doing a gas station playthrough
That's kind of the theme behind the faction. All of their ships are repurposed fuel tankers. Some are okay, but most aren't the best when it comes to combat.
Ashes of The Domain new update is pure garbage holy shit
>found nice +1 farm world
>can't build farming industry, you need the data chip to unlock farming goy
>explore 60% of the entire sector found nothing
>bar event makes you pay 100 000 for the location
>guarded by end game remnants
>get data chip for another industry because the the loot is randomized
>can't even use it because it requires to unlock other industries from the research tree
>all of this for a farming colony
worst update i have ever seen in a mod so far
Doesn't help with adjusted sector, gdi
Blame noah
>mod delays colonizing even more than vanilla
death penalty
kaysaar spends all his time programming and not playing the game, you should hold off on playing AOTD until he playtests his mod
Why the frick would you even NEED TO RESEARCH FARMING
THIS homie STUPID
Not farming, efficient industrial farming on the scale of whole planet + food processing.
Still fricking dumb
meme mod memed on. vanillaGODs take another W.
You know you can just disable that vault of whatever bullshit and just keep the cryosleeper bit right?
>Ashes of The Domain
Should only use the cyrosleeper and capital mod from AoTD. Starsector modding is going to shit.
Nia
Nia deserves to be strangled for having multiple self inserts
Remnant sex update.
Are all the fighter pilots death row criminals flying for a pardon? How the frick do you convince a dude to leave the 15 meter thick armor of an XIV Legion and fly directly into a stream of missiles and flak? Pathers would be moronic enough and maybe pirates all rip some space crack before hopping in the talon, but seems like being a literal slave on a mining outpost would be better for anyone else.
I vaguely remember some lore talking about fighter pilots being adrenaline junkies and having a sort of psuedo-celebrity status for their daring and skill.
And the job isn't... THAT risky if your commander installed recovery shuttles! Something every good carrier installs... Right?
My pilots complained when I installed that, said it meant I wasn't trusting their skills or something.
I only ever use drones. You can't even extract organs from the corpses of pilots, and they cost money to replace, so what's the point? Just slap a raspberry pi and a few fpv drone cams and rig it all up with some pirated control software and bobs your uncle
Depends on the fighter
You may as well call me Prigozhin of Space Wagner for how quickly I go through talon pilots in the early game.
>High Hegemon! Where's the fricking supplies? My boys are getting spaced due to lack of ammo!
>the kite is in the kite
>why worry? Sindria will slightly raise it's eyebrow and Nortia will understand everything
>they are hitting our fleet. we have no autofactories to fight back. andrada and loke are measuring lobsters while our boys are retreating.
Are damper fields any good?
Trading armor and hull saves you flux for weapon, now there is less damage done to them.
Should have been the standard for low tech, or the replacement for shield delete.
ships with shield + damper typically use their damper field as an opportunity to dissipate hardflux while being shot at, so it functionally becomes trading a marginal amount of armor or hull for extra shield HP
When used right they’re one of the best ship systems in the game. It’s a big part of why vanguards always last a lot longer than you’d expect.
Yes, absolutely.
One of the strongest vanilla ship systems.
A year or two ago anon was here actively updating two mods called Ludd and Lions and Holy Ludd that I liked a lot. It looks like they haven't been updated for .96. Any chance he's been around updating it for the 4chins sekrit club?
Also a million years ago anon in /vg/ssg/ shared an alternate color scheme for Underworld's Starlight Cabal that was 90% less magenta eyerape. I can't find it now though. Anyone have a copy to share?
Pls help I've got the itch and I can't stop downloading mods.
desaturated cabal
https://files.catbox.moe/3vghag.rar
thank you
In case anyone else wants to use this starlight cabal recolor, underworld removed two of the ships it covers. The cabal hyperion and cabal scarab. Delete every file in desaturated cabal that refers to them (they're clearly named) or the game will crash on launch.
Combat AI still sucks
skill issue
I feel like the ai can't properly use phase cloak sometimes.
What's the best faction/modded faction for carrier/fighter spam?
Diable/UAF
Depending how hard you want to spam them, Roiders has a hullmod that lets you throw fighters on frigates (tradeoff is they can't replenish their number).
Is there any bootleg version of the DIY planets mod? and if not is it safe to sun the 0.95 version of the mod in 0.96?
>he doesn't read descriptions
there is an updated version on the forums
https://fractalsoftworks.com/forum/index.php?topic=27992.0
moron
When I'm picking mods for a new playthrough I don't usually wander too far from the mod index. It's a real pain to scroll through the mod forum and find page after page of mostly stuff I could've just grabbed off the index, interspersed with the occasional low effort kitbash or cheat mod. But I worry about missing out on good mods by not looking hard enough.
Any mods not on the forum but not on the index you would recommend?
What about discord only shit? I hate using discord but I can hold my nose and click download if there are any great mods I can't play otherwise.
*on the forum but not on the index
UAF
Haven't played .96 yet, are the new capitals good? Are they, Ludd forgive me, fun?
Or will I just end up driving Ristreza again?
They aren’t super OP or anything but all are pretty fun to use, the missiles one and the luddic dreadnaught are probably some of the better vanilla capitals. They all are pretty specialized though and AI will be a dipshit with them if given the chance. The Sindrian remodel one is actually pretty decent even in vanilla but can do some fun stuff with mod weapons (like using PEPPA cannon/Ruffle diffusion gun from scalartech, basically giant cryoblasters that are cheap on flux and can get the benefits of bolt coherer & HEF). The ORION device one is the safety overrides capital basically, AI will suicide with it 90% of the time but can also absolutely shit on you if you underestimate them as an enemy. Best part of the whole update is that the ORION ship actually shoots out a little bomb to do the boost so you can 180 trickshot and literally shit on enemy ships to finish them off.
Okay, I'm hyped. I'm also using scalar for the first time this playthrough, so I'll try to get that combo you mention.
>The Sindrian remodel one is actually pretty decent
>450 flux dissipation
it also has one million weapon mounts and two million OP
>large energy slots where the only options are massive flux sinks
>missiles point backwards meaning you need some homing shit to make use of them
>medium energy slots have almost exclusively short range options
>3 medium slots in the front are the only ones you can mount ballistics on
absolute meme boat
skill issue
i forgot the bonus part
>comes with a 700k repair bill to get rid of meme upgrades
clown boat for clown gamers
you've got whitewash down your pants and a pie on your face, and you're accusing others of being silly.
severe skill issue
Just started playing .96 and both times I was hard carried by the sindrian capital. It's an absolute banger of a ship and I'd take it over any capital ship that's not an odyssey or a paragon.
2 high intensity lasers or tachiyons, 2 ion lasers, 2 gravitons, 2 squalls and fill your front ballistics with range boosted railgains or velocity drivers and you can stare down any ship in the game, including paragons.It's got amazing shield flux efficiency and a gorillion OP so maximize your capacity for fleet anchor duty and also because you'll never have perfect dissipation but that matters less than you'd think. Absolutely need energy weapon master/ordnance expertise though. Bonus points if you're using special hullmods or exotica so you can get big returns on the weapon discount from alpha cores
So where are you supposed to find Rebellions (both regular and rebel flagship) from Starfed? Derelicts?
Well the rebel flagship part answered itself rather promptly.
I have 2 of the exact same ships, with the exact same stats, and exact same loadouts. One of them is consistently outperforming the other. I did a bunch of tests in the simulation for like 40 mins. Why is this? Is the better performing ship magic? Or is the shittier one cursed?
Does one have an officer?
No, I made sure to remove them
What are the ships' names? Some names are unlucky.
>Glory of the Stars
>Some names are unlucky.
>Glory of the Stars
is that an actual game mechanic or are you funposting
>is that an actual game mechanic or are you funposting
It may not be in the code but it's real for me. If I get a Glory of the Stars it gets renamed immediately.
Their names are Burufi (the working one) and Burutsu. I renamed them from the default.
No d-mods. Burufi had safety overrides and hardened subsystems. I mirrored that for Burutsu.
These are also mechs from Arma Armatura, in case that would impact anything.
>I renamed them from the default.
I see, that explain everything in your affair, the cause is now clearly obvious so I won't bore you with it.
It'd be super funny if name changing randomizing stats was a thing
I set CR the same for both. I've thought of everything. The only conclusion I can come to is whoever is piloting better must be a newtype. None of them have a pilot assigned so it must be some no name hot shot.
it's probably something about start order n shit.
You have skill issue
the game knows this so screws you over because it hates you
Did you make sure their CR is at 100% on both of them?
What are their names? I believe this is the most important information which could change everything.
What's the hullmods and D-mods on em
Haven't played for 6 months or so.
Any new mods that are worth playing? I'm seeing Random Assortment of Things released the Abyss dungeon. Is that any good? And is there anything else that's new and notable?
HMI got updated recently and is pretty good.
Lost Sector is very nice. The enemy faction could use some more ship variety but other than that it has everything you could ask for in a mod.
>I don't think that's a requirement; something doesn't need to be "busted" or even imbalanced or w/e to warrant a change! In this particular case, I think feel-wise, its bonus is too much in the early game, doubling the range of even medium-sized fleets, and feels alright later on (which is mostly what the fuel bonus is intended for, to support larger Derelict Ops type fleets). So what I have in mind is lowering the percentage.
I will fricking murder Alex
Why does Alex feel the need to tax fun
Trying to make my first modded ship, how do I find the right amount of deployment points my ship should cost?
Do I just autistically compare stats to different vanilla ships and then make a guess?
I find that pretty hard. It's pretty easy to just compare hull, armor and flux stats and I guess that's arguably the most important thing in combat, but then there's things like mobility, amount of weapon slots, size of weapon slots, weapon firing arcs, ship system and if you want to compare the total it becomes pretty hard.
This is why people continually update and balance patch things. Especially when a wider variety of people with their own playstyles and experiences get their hands on it.
Flux>slots>arcs are the most important part of a ship though, At least, in my opinion. So long as a ship has at least some hull/armor that's vaguely in the ballpark of reasonable for it's high/low/mid tech then it's good enough, ideally you set things up in such a way that the hull doesn't get scratched.
Really though, DP is an abstracted representation of how much impact a ship is going to have on the field. Is it a light capital or a heavy. A light cruiser or just under capital?
Then just compare its general effectiveness to its peers and adjust the DP based on whether it does better or worse
1-6 light frigates
6-9 heavy frigates and light destroyers
10-14 destroyers
15-30 cruisers
30-35 super cruisers
35-45 capital ships
45-60 superior capital ships
>60 supercaps
1-12 is frigate tier
13-20 is superfrigate or destroyer tier
21-30 is cruiser tier
31-49 is low grade capital
50-60 is higher grade capital
anything higher than 60 is either dreadnaught/super capital or a ziggurat
your suggestions are completely whack and appear to be warped by focusing on superships. In vanilla it goes like this:
lght frigate: 2-3
frigate: 4-6
heavy frigate: 7-8
Generally the "light" ships of the next size class overlap with the "heavy ships of the previous, for example the mule is 7 DP and the shrike is 8 DP, making them light destroyers and in the same DP range as a light frigate.
(me)
holy shit I typo'd that post so insanely hard. whatever, use your brain to make it make sense.
Yeah, the best "normal" frigates are at 8 DP in vanilla, like scarabs or tempests. Only exceptions like the Hyperion are over 10 DP.
and afflictor is 10, but sure if you ignore the expensive frigates all frigates are cheap - sorry, "normal"
Right, I forgot afflictor was changed to 10, but it's the only frigate higher than 8 now, isn't it? Except Hyperion of course. I have no idea where that anon took the 12 from. 12 is way into destroyer range in vanilla.
Hammerhead is 10 and that's not a weak destroyer.
>1-12 is frigate tier
hyperion is the only thing above 10. afflictor is the only thing above 8. most destroyers don't go over 12 dp. the only two over 12 are the drover and harbinger. your mind has been rotted by mods with shitty balance.
>afflictor is the only thing above 8
meant to say it was the only non-superfrigate above 8
I wish there was a game like this, but good. Replace the pointless story missions with a real economy.
I'm playing with quality captains, and trying to do the custom nex start from secrets of the frontier that starts you with a lumen, an AI captain, and the automated ships skill. The core starts with +15% CR skill.
But with the default quality captains settings its max CR comes out to only 19%. Cranking the automated ships' max CR setting up all the way to 200% only gets the lumen to a max CR of 71%. There's a default -100% CR penalty for some reason, but even with that the numbers don't add up. And I can't find any settings to adjust that would remove the flat penalty or just make it have CR calculated like a normal ship.
Please advise.
Not 100% sure I’m understanding what’s fricking up you but maybe try googling “adjustable automated ships starsector”. It’ll be on the main forum thing but you’d want to go the last page to get the .96 version. If the thing holding you back is the automated ship limit (look at the automated ships skill to see it, I think the default is pretty low) that should increase it but you’ll probably also want to go into the mod’s folder and edit it even higher if you’re going for a full drone fleet.
Quality captains has it's own handling of the skill, which I'm pretty sure accounts for the problem. I just can't figure out how its calculating the final CR for the lumen, or how I can convince it to be less moronic. It's set to allow 3 ai ships per player level by default, so maybe tweaking that will help. For some reason.
>going for a full drone fleet
Nothing like that, I'll probably end up running with just the unique AI ships from SotF, and maybe Ziggy eventually.
In any case, I had to leave home to wage for tendies, so I won't be able to mess with it for a while.
quality captains kinda shit and it has a config setting to prep for uninstall so just do that
Is it? Some of the skill changes look fun and I like the milestones concept. What do you dislike about it? Asking sincerely, I haven't used it before.
I might end up dropping it anyway if I can't resolve this AI ship issue to my liking.
Actually it looks like the mod was changed a ton since I last used it. At the time it didn't have perks. So I'll have to revisit it and update my opinion. That being said, last time I used it:
It mostly just makes all the skills better and more overpowered. And they were already overpowered af to begin with. Additionally, it made some changes that made the actually cool and niche builds nonviable, so it wasn't even being overpowered in an interesting way. It also desyncs your experience from all the other players so your builds aren't as interchangeable.
the tier of your ai core impacts max cr
radiant for example cannot gain 100% cr with an alpha core assuming your mod works the same way as vanilla automated ship skill since it pushes the automated ships portion over the limit
I've solved it. More or less.
Removing all of the restrictions and scaling for the skill and then setting AI ships' max CR to 100 resulted in the lumen having a max of 85, as expected.
Apparently qc doesn't expect you to have the automated ships skill and an AI ship at level 1. The skill is meant to offset the -100% CR penalty gradually as you level up, but still start off useful at the level you can normally acquire it. Removing the scaling lets it work at full strength and grant the full offset to the -100% penalty (the offset being their deceptively named max CR setting) right away.
God I love this ship so much. Sawing things in half with glaive/halberd combo never gets old and it's pretty well-suited to mounting one-off large weapons in general.
Where are the high resolution sensors?
Sold for scrap at the first opportunity.
ftl scrub detected
>one time +15 scrap
>not using the inherent advantage of avoiding hazards and prowling for ship contacts
gitgud
Not even the best ship in Star Federation mod.
you are dangerously close to a scroll bar appearing with all this shit and your ship entering complete meme tier
nothing beats Mnemosyne in hullmod scrolling
I can't believe the best fighter spam faction I've played is the fricking gas station. These lobster fighters may cost 30 OP but they're fricking worth it good lord.
Really? I disabled them, there's only so much meminess I can stand in my game. But now you've got me reconsidering.
It's mostly that a few of their carriers, including a capital, have an ability that turns off all the guns on the carrier itself to give a massive power up to their fighter bays, and it's a toggle rather than a charge so you can have it up 24/7 meaning you have more OP to spend on expensive fighters and are incentivized to rely on them exclusively. The ships in question even back good missile slots so they can still support from the back with pilums or squalls/mirvs when they need/want to.
The lobster fighters themselves are kind of a one size fits all, which they'd sort of need to be for 30 goddamn OP. A combination of their omni shield and double Ion cannon keeps them safe even from capital PD. I initially was using this carrier as a means to quickly kill smaller ships but not only are a swarm of lobster fighters strong enough to kill big ships because they pack antimatter and missiles but the aforementioned ion cannons will inevitably arc to their engines and leave them dead in the water for another ship or to be slowly chewed apart by the fighters themselves
Everyone says Diable gets perpetually nerfed into the ground, which sucks because I like their aesthetic.
What should I tweak to make them not shit? Messing with the csv files can't be too bad.
I believe the 'wanzer service gantry' was removed as a whole, making their unique wings sub-par in comparison to other mods. bringing that back would be a step in the right direction.
It came back in the form of +1 fighter to any Wanzer wing attached.
What was it before the nerfs?
And pretty sure it was also the Dampened Mounts or whatever that got deleted/changed
had to cross reference the dabbled .ship files to the ones in the hull_mods.csv in diable to make sure they don't break anything when I bootleg em
It's really just things like weapon damage and flux values, as well as ordnance points on ships. Just pump those up slightly.
Cool, that doesn't sound so bad.
Maybe a small percentage buff across the entire fleet for those.
It's over bros...
>Pisscord sarcasm
About as funny as terminal pediatric colon cancer.
Now what mods has this person made?
RopeSystem v4 test
Prev:
Open to suggestions
Wild.
How about an energy variant that can stick to shields too. If it hits a frontal shield or full shield it applies the same kind of pull while increasing soft flux, but if it sticks to an omnishield it will turn the shield instead of the ship. Could be fun to yoink an enemy's shield out of the way of an ally's reaper or something. Or turn a paragon into a giant pinwheel.
When I am building high tech ships, I tend to use short-ranged weapon focused on dealing damage, like heavy blasters or ion pulsers. To compensate for the general lack of weapon slots.
But how effective would it be to use long-ranged beams instead? They may be weak individually, but combined with kiting may allow safe-ish team strategies.
beams are fine if you have loads of weapon slots and not a lot of flux. vanilla HT ships are the opposite of this.
Beams are... Okay. They're designed for pressure so the graviton being so cheap and efficient at that is great. The ion beam is deceptively amazing because it completely shuts down any shield toggling the AI likes to do and can even arc past the shield. Tachiyon is naturally good for instant deleting smaller ships and damage spiking high enough to peel armor with additional EMP to shut down any return fire. People have really high opinions of the high intensity laser and it's.. Alright, I never got the love for it but its functional.
I remember an anon talking about massing tac lasers with high scatter and PD conversion being really good if you have a ship that can discoball it
Gravitons got buffed in 0.96--they cause the target to take more shield damage from other sources making them even better for pressure.
Ions are fantastic, especially because they can just arc over shields, easily the best medium energy weapon.
I can't imagine Eagle without at least one.
>massing tac lasers with high scatter and PD conversion being really good if you have a ship that can discoball it
My first successful conquest build filled its small slots with tacs and used ipdai.
They work, discovering it is not obvious.
Player can finish the game without exploring energy weapons and diversion tactics.
In short range dominant fleet, like out of early game, long range contribute nothing because the one in the front won't step aside for line of sight. Missiles and carriers are natural choice for non-los and then trusty LR ballistic is the los field.
Everyone that uses simulator only duels.
They won't kit out a beam skirmisher with harass command because other ship died when not in a line.
If one didn't work, no reason to make it 10.
Early game ship with medium energy are also lacking, pirates gives wolf and shrike for which bursty and heavy hitting weapon just matches the mobility system and short PPT. Later on, why would any one dig out prometheus mk2s from the pather garbage for Tac lance and HIL field?
theres one ship where i find constant beams satisfying to use and thats the new remnant capital which has a shitload of medium hardpoints facing forward so you can go with ion beams for great effect
sometimes the ship goes full moron with the jump system and ai being fearless
tachyon lance is obviously a great weapon but its also not a constant pressure beam
Long ranged beams are for support. Apart from the high intensity laser, don't bother with anything that primarily is intended to deal damage instead of some other secondary effect. On a dedicated support ship they work, but whether you'll just be happier with yet another ship that can simply kill stuff by itself really depends on the size and composition of your fleet and how good/willing you are at controlling it. Same goes with mixing in just one or two beams into your ship. The same arguments about whether to specialize your ships and rely on teamwork apply for using long range beams.
I was picturing something like about ten fury-s circling around enemy fleet, with manual orders for focusing fire on overextending ships. Plus some smaller ships to fill the gaps.
Sounds like something that requires heavy use of command points. Give it a go and post results.
Any good pirate mods to add variety?
I'm tired of fighting the same pirate ships all the time.
I like underworld
Thanks, that's exactly what I was looking for.
How the hell do I do the Hyder dialogue? I've been trying to see what all the options are but despite reloading, every single time Macario chastises me for not telling him everything
What's stronger, HMI's Abyssal Horrors or Starfed's Omega Rebellion? And what's a good strategy and fleet comp for the first one? Here's my current one for reference.
Where do you find the latter?
Bar bounty, high value target: A Dragon Reborn.
Oh, I didn't even realize they were unique. I thought they just copy pasted the Doritos from the hypershunt
I need to refight the horrors but I remember them absolutely mogging me last time I did. A dragon reborn is a tough fight, deceptively so with how powerful and how numerous the fightr swarms can be but the sheer fact that you have to fight multiple horrors makes them tougher imo
Forgot to mention that I fought I fought the Auroran super dreadnought and was very underwhelmed. All that effort to design and balance a massive, overpowered ship and it costs so much DP(150, good lord) that the AI can't deploy it until it's the very last ship, at which point it's effectively a pinata.
I was mildly impressed at just how many components the thing had, it definitrly took a while to grind it down to a nub before it finally died.
>6 capitals
>4 s mods
Got them off the automated shipyard
It's funny because the AI just suicides itself into the motherfrickers
Maybe I should just get the zig again
I recommend using 175 top speed ships with 5 inbuilt hullmods (atleast one of them should double weapon range), 4 added s-mods and atleast 1800 flux dissipation (before SO).
Optionally with infinite missiles and an anime officer (not optional actually).
A ship system that removes flux is nice to have too.
Do certain mods still have killswitches to frick your game if you're using certain other mods?
Nia
lol
lmao
Nia spotted
>Starsector has 2 NPCs named Nia and one player with the username Nia
That doesn't really answer my question.
I assume Dragn (High Tech Expansion, Apex) still does that shit.
DME still won't work with NGO for what it's worth
I don't get how to get profitable colonies running.
Do I just drop one down on the first class V planet I find and set up industries that match its terrain advantages?
Damn it, I liked dassault mod. Frick.
You need a good system, not single planet.
That makes sense, but what should I be looking out for in a system, then?
One industry planet, one gas giant, one farm planet, and a stable point for a comm relay?
Accessibility. It directly affects your profits.
Is there some way to check that before setting up a colony?
it shows in the settling screen
https://gomtuu.org/starsearcher/
>also (partially) works with modded savefiles
i kneel
Just place refinery/heavy industry on barren or cryovolcanic worlds.
Hullmods from RAT can surpass 3 smod limit
Try this https://fractalsoftworks.com/forum/index.php?topic=27893.0
Is diable avionics good yet
It's fine.
What are some faction mods that are relatively lightweight?
I just want some extras on the playground, basically.
Roider Union, Tiandong, Blackrock, Neutrino, anything that's more than a few years old so it doesn't fall for the 'let's add 5 new commodities' meme.
Thanks, more dudes to shoot up.
>neutrino
>dong
>no 9.6 compatible bootlegs
dammit
NGO is a great 'bad guys' faction with edgy red blasters and everything.
Neutrino "nostalgia edition" works if you change the version number.
starfed iirc, dosent add useless commodities, adds nice botes, and a small faction
I only play vanilla.
How difficult is starsector to mod? I'm mildly tempted to write my own waifu since it seems like the community is craving it and it'd be cute to write some interactions with the NPC's from VNsector
Adding a ship or editing a new system is relatively easy, but dialogues are stupidly overcomplicated according to anons.
It was exciting figuring out how to manually edit files for the first time. Un-nerfing Diable was one of my personal joys. Nothing can fix the Wunder Wanzer though. That POS is just unusable.
>Am anon who put hand up for community patching Diable.
Have to confess, actually committing time to the Maelstrom has single-handedly redeemed the Conquest in my eyes. What the frick is this ship?
Sad part is, I can see what he was doing for a lot of the mod, but the constant fricking around with the speed of logiships between 'propelled by crew flatulence' and 'propelled by throwing crewmates out the airlock' tells me his priorities were a little skewed.
>Spoiler
That's the only ship left I've gotta do. I completely understand. With luck, lowering the flux/shot on the weapons might put it somewhere not entirely unreasonable. Pity either way, it's a cool idea, don't wanna give up on it too easily.
>Nothing can fix the Wunder Wanzer though. That POS is just unusable.
The Wunder Wanzer is fine. You're just bad at the game.
>How easy is it to mod.
Existing stuff, near impossible, but easy enough to just modify it directly to taste anyway.
Adding new stuff, ridiculously easy.
The wiki has tutorials for most things (ships, weapons, factions, star systems). Unfortunately NPC interaction isn't one of them, and I'd be interested in learning how to get that done too.
I want to install one of those faction mods that add their own story missions as a long quest line for that faction. What are some good ones? I don't even care about the ships that much, I just want a faction with a decent quest line.
Barely anyone adds quests because of how shitty the dialogue system is.
it's like he went out of his way to make it annoying
It is? It feels perfectly functional tbh. What's wrong with it?
troony detected
He means under the hood, it's pure spaghetti code.
Legacy of Arkgenesis has a questline. I've never done it. I think PAGSM has one too, but I haven't gotten into it much yet.
>new playthrough about 5 hours in
>fricked around in the core enough to a small expo fleet and a faction commission (VIC)
>ready to start exploring
>the very first system I explore literally right next to VIC's home systems has 3 100% hazard planets
>2 of them have space accelerators for a huge accessibility boost
>one has ruins with the inustrial evolution event that prints a ship if you give it other ships
>feed it my shittiest combat ship and all the derelicts I could salvage in-system and get a flawless imperium cruiser with a built-in huge frickoff railgun
What a fricking blessed playthrough, it almost feels like cheating.
>space accelerators
Which mod was it?
Unknown Skies
tart mod so updates never ever
>tart mod so updates never eve
Frick.
Just do the mod_info version change thing with notepad
Unlike Bethesda it really does Just Werks
That's good to know. Thanks.
Thanks anon, this will be fun on my next playthrough.
This is my first time playing. When should I try and found a colony?
When you have a fleet capable to bring down capital ships and stations.
And at least a few millions in the bank.
You can start colony long before this point, but since you don't have any idea how this works, I recommend a safer approach.
You need to be able to defend your Colony for long enough for it to be self-defensible.
You can use Patrol Stations and Defense stations as meatshields to allow your fleet to take on invaders you normally wouldn't, but you should still be able to deal with at least a Pirate fleet large enough to host a few capitals before you try colonizing.
I disagree with the others. If you have enough credits to afford an industry, starbase, and patrol HQ you're alright unless it's really near the edge of the map. With the new Hostility actions you might want to refrain from getting extra points against you from the Luddic Path for awhile though. Upgrading the Patrol HQ will also further decrease the Hostility ticks. The only problem I ever had with the new system was I used Free Ports on Decivilized planets, which lowered my stability and increased my Hostility gain, before I had any military industries so it I hit a globat -2 Stability to all my colonies. If you are using Decivilized planets or are at war with like everyone I mean you might need more like the other Anons suggested. In a second play through with the new hostility system I had no issues and I ignored all pirates near my colonies.
Always respond to distress calls! They give you good karma + contacts
Unless it’s a pirate fleet.
Or a remnant fleet.
Which happens every time I’ve answered one.
>Unless it’s a pirate fleet.
>not enjoying the free refuel and supplies at zero time or moral cost
-nerfs your favorite mod and makes it unfun-
How will you respond without sounding mad?
> vim
The modder fears the text editor
Literally who?
the wrong nia this moron keeps spamming anyways because he thinks its funny
his pic is nia auroria not noah
moron
upload a custom de-nerfed bootleg to Ganker so they quit being whiny homosexuals
As long as Ristreza, Castigator and Traumtanzer are still good I don't care what gets nerfed.
Ruin those and I'll cry or something I guess.
Frick Nia
gladly
>implying I have these installed
I only look at the anime breasts getting posted here.
Solvi paizuri
I need the funny mod to add more custom portraits of anime women so I have a reason to go capture them
The thirstsector portrait packs are unironically good. Even the horny one.
How do you guys manage supplies? I almost always run out when I go far frick off from the core worlds.
Buy more
Have more than you think you'll need.
Get the skill that cuts supply usage in half.
If you don't have enough cargo space, get dedicated freighter or the skill that adds 2000 cargo space.
I try to get enough supplies to last 150 days at a time since it also gives me enough breathing room to account for repairs.
The skill that repairs your ships after every fighter is unironically a better way to save supplies than the actual skill that cuts supply usage down.
I mean, that would depend on how you use your ships during a fight and how often you fight, no?
in practice? no
stop letting your ships take so much hull damage bozo
that skill is only useful for a re-engagement meme fleet
After a couple of yellow skills I often find too many supplies to be the second biggest range constraint on exploration for me because I'm too much of an autistic hoarder to dump them.
Chain bounty missions in one sector.
Drop by pirates and pathers walmarts, kill their fleets and raid their station if you can't blow it up, you will get missions from their relay too.
Most likely you need salvage skill to boost post battle salvage bonus because that is only reliable source of supply out there. With technique like this you won't need core world anymore, not in a year.
Late-midgame you can bully sub-ordos for supplies and fuel. There have been several games where I found a nice centrally located orange beacon system with a station that I left alive to spawn refills for me on long trips.
Yes, once question poster tasted the fat and start putting things together for himself(outside, combat/salvage and fleet infinite respawn), he should see what you suggested. In fact all combat opportunity sustains one outside of market place so distress signal is yet another refill.
That is the hidden message from alex starsector, that only outlaws(rogue AI included) will habitually brave the fringe world and sow the seeds for you to take the harvest.
has someone have Magellan 1.6?
google KindaStrange
Stinger Shipyards
https://www.nexusmods.com/starsector/mods/edit/?step=docs&id=69
If the ships in Stinger Shipwards looked like this I'd actually frick them.
Shipgirls with AI.
wait wrong link, that link goes to the mod page edit page. here's the correct one https://www.nexusmods.com/starsector/mods/69
have a nice day
>60+ hulls
thats 50 too many
Anyone ever have a distress beacon with nothing in the system? I checked every planet/stable point and the only thing I found was a 2 frig remnant fragment running around. The notification still updated to say I investigated the signal, but I didn't find shit. I guess the fragment could've btfo a little indie fleet, but I couldn't find any evidence of that.
Not all distress signals are real.
I've gotten a couple, I figure it's either just a sensor ghost like
says, or it's a derelict or fleet that despawns before you get to it, so the intel remains but there's nothing to do when you get there.
How late are you? There are a couple time I only found debris fields. Ludd jave mercy.
I thought I made it pretty quick, but I did have to cancel sustain and turn around. I would guess two days after I saw the notification. Four at most. If two frigates could kill it in that time then would've been too small a fleet to leave a debris field, I think.
>out on the very edge of ths sector where none have dared tread for ages
>find the wreckage of some unknown great and daring explorers of the past
>a single cryopod remains, the captain whose courage and, perhaps, folly once led a brave crew out to the very frontiers of human knowledge
>pop it open
>the captain is level 7, more skilled than the very best produced by the sector today
>it's a male
>unceremoniously flush him out an airlock
Sorry bro, nothing personal. Should've gone down with the ship, better luck next life.
Should've turned him into a female using Ancient Domain Technology.
Men always make the best women.
I don't know if this is an unpopular opinion, but Nexerelin is bloated and I wish it was more modular. I enjoy some of its features and others just make me mad. Also not a fan of turning a decent space combat game into a bad 4x.
Which parts do you not like? You might be able to turn them off in the settings. Pretty sure AI faction colonization and invasions can be disabled, if you don't like that. Those are 4xiest features I know of.
>I don't know if this is an unpopular opinion, but Nexerelin is bloated and I wish it was more modular.
This is an incredibly popular opinion.
>turning a decent space combat game into a bad 4x.
the "decent space combat game" is incredibly shallow in every aspect except the combat and entertains you for maybe 20 hours
"bad 4" doesn't really improve the situation much.
it does for hundreds of hours though
Have an ancient 4th gen I5 and shit ass GT 740 I bought from a friend
>Buttery smooth gameplay with big battles never dips below 28 at worst
>Swap it to 4th gen I7 and an RX 580
>Constant micro stutters and even tiniest battle dips to 20 fps
I just don't get it, is AMD gpu just not compatible?
Yep, there's an issue with AMD drivers on windows. I can't remember the exact details but AMD drivers in linux are ok with starsector apparently.
>AMD on linux
giga bricked even worse than on windows
AMD only ever works on Mac shitters
You're literally better off using Intel GPUs than AMCucks especially if you use linux
they're fine, brainlet
source: using them for 2 years
Not sure why, I managed to grab my old 0.95a version and it run as smoothly. Think I'll just stay here. 0.96a still sucks anyway, and they haven't updated the S-hull mod which allows me to stack doom fleets. It feels more rewarding.
>mfw I will never be a 9' tall, 800 pound, genetically modified space racist
If I can't be a 9' tall, 800 pound, genetically modified space racist, then I will be a 9' tall, 800 pound, genetically modified space rapist.
you'll just have to settle for being a 5' tall, 300 pound, genetically mongrelified earth racist
I legitimately cannot understand how you gays are failing to make use of the Virtuous.
Are you putting it on autopilot or something? Post builds.
Disregard my fricktarded statement in
. Lowered weapon flux on build-ins and it's instantly become my favorite ship in the set.
You don't need to alter anything, just choose time slowing system and this fricking think becomes grasshopper of gigamurderdeath. Only beamspam hardcounters it because it can't dive and jump out of beam range
Should I give Kanta Orbital Fusion Lamp?
This is a rare item but requires 10 volatiles. Sounds good for trading.
Sell it on the open market of a planet that can use it, and then make bank off their permanent volatiles shortage.
That's fricking devious, I love it.
I dunno if it's because of Nex or another mod I have but if you give Kanta the orbital fusion lamp she will have it in her market and floating around her station flashing different colours.
That's part of vanilla you dumbass
Orbital Fusion Lamp is kind of shit if you use it for anything OTHER than creating deficits for massive profits.
Idk man, -100% hazard on a planet sounds good
Solar Array exists for that
If you can reliably supply the volatiles.
>planet with abundant volatiles
>size 6 pop
>industrial planning
>story point
>alpha core
By the time you've done all that and found a lamp who cares about a little extra money each month?
Plasma dynamo alone will give you +3, no need for story point or waiting till size 6 with that.
This is why the mod that lets you turn colony items into hullmods is based
That's a mod? I assumed Alex realized that players end up with a stash full of colony items they don't need and gave us a sink for them.
How do AI ship pilots think about limited ammo like missiles and AM blasters? Do they try to conserve ammo and look for openings? If so, does the AI understand things like missile autoforge or ammo replenishing hullmods and use those weapons more freely?
I'm trying to decide how to outfit some missile cruisers for the AI to use.
There’s tags on weapons telling them to conserve or not, and when is a good idea to use them. Generally they’re okay at using them even if occasionally they look like they have no clue. They do understand the hullmods but it’ll always be better in the hands of a player.
In my experience, they make best use of harpoons and sabots. Dragonfire is almost impossible to frick up using as well.
>look for openings
Not really. Don't expect Ai to use those limited resources wisely.
That kind of answers what I want to know. I'll rephrase a little.
Does AI conserve limited ammo?
If so, does it conserve less if the ammo becomes less limited or unlimited?
Whoops, missed your reply
. That asnwers all my questions, thanks.
>Not really. Don't expect Ai to use those limited resources wisely.
As in they won't use it at all.
I tend to give tons of missiles to my AI ships and they barely use them.
Put them in linked mode at least, seems to help somewhat.
Sometime it's like the opposite
If I put all 4 missiles of the Pegasus linked he don't use them
If I link them 2 by 2, he barely use them
If I unlink them 2 by 2, he use them a bit more
if I unlink all 4 together, the darnest thing happen, it refuse to use 2 of them and bypass the sequential order
>he doesn't exclusively use only reckless and aggressive officers in his fleet
bricked
I don't because I like having a fleet that actually work instead of dying in kamikaze run.
as I've said
Bricked
They only kamikaze if you give them shit guns
Changing the guns won't make a loser into a winner.
Only a few ship are suited for reckless dumbass and it's not an efficient strategy, it's more of a handicap you accept because it's fun.
>not an efficient strategy, it's more of a handicap you accept because it's fun
this game is supposed to be fun not a minmaxing simulator
Minmaxing simulators are fun for some people.
for subhumans
I've had the opposite experience. The AI seems really cavalier about missile use to me. I watch my pilots waste reapers all the time, it's really frustring. They're surprisingly smart with pressure missiles though, I never get mad when I see them dumping squalls or locusts.
i love big beans ship compilation so much, probably my favourite vanilla+ mod
>can't beat the ziggurat even with a pandemonium, 3 maelstroms, and as many cruisers i can squeeze in
Maybe I'm not skilled enough to be a Diable captain.
You are doing something wrong. All that needed to beat a zigg is pressure. Just surround it with something tanky (like Daze) and wait until its flux gets high.
put beams on them homie
Don't throw the fishing rod discord Black person
He didn't just throw the rod anon, there's hundreds of dollars of lures just fricking hurled in here as well.
The absolute calamity.
I can't bring myself to play a mixed fleet, I always go for mono-faction fleets when possible. I only make exceptions for the logistical arm of the fleet, like tugs, salvage rigs, and freighters/tankers if a mod doesn't have them.
How do I fix myself?
Do a salvage only run: no purchases permitted, only what you can find. The only time you can spend credits on a hull directly is in restoration.
Hard Mode: Weapons as well.
>poster crying about a nazi mod has no problem with troony mods
first laugh of the day
Trans rights? More like Trans left because many trans have left this realm for the next.
>bump limit
>inb4 you newbies make a new thread already when its not even 600+ posts yet and still miles away from page 11
Frick you too you fricking reddit slurping discord homosexuals
Is there any mod that adds better orders?
I fricking hate that there's no middleground order between "go ahead and charge this ship that will kill you in one second if you want" and "stay five hundred billion miles away from this ship at all times"
There's already an 'Engage' order which is separate from the 'Eliminate' and 'Avoid' orders
But what I want is specifically "do not engage" without the "stay five hundred billion miles away from this ship at all times" effect from avoid.
Have you tried "Harass" ?
>But what I want is specifically "do not engage"
Not giving order.
Or "Defend" order, they'll gravitate around an area, yet won't take risk.
>without the "stay five hundred billion miles away from this ship at all times"
IMO the only reason to care about a target is if you want to destroy it. That's when you use the "Eliminate" orders so your ship focus fire.
What you should do is put defend point to shape the battlefield. The ideal being to attack enemies from 2 different directions.
>Not giving order.
Not giving an order allows ships to target it if they want to, and I specifically do not want ships targeting it, but I also don't want ships withdrawing from the battle completely because they're within visual range of it.
I don't know what about this you're not understanding.
My workaround for that is to assign the ships in question to escort either the longest range ship on the field or my flagship. It's not perfect for what you want but works well enough for me.
>I don't know what about this you're not understanding.
Hey now, I was being nice not pointing out you are pursuing self-defeating objectives.
At best you don't know what you really want.
At worst it's like you expect your enemy to just stand still in front of your passive ships while they get in position.
If the actual objective is to put a non-null pressure on the enemy, that's the Defend order for you.
Your ships will stay together and this is what will allow them to resist pressure, they won't target a specific enemy, won't take risk.
If you want them to focus fire only on one enemy, that's the "Eliminate" order for you and if they get destroyed it will simply be because you just CAN'T expect enemies with free-flux to not have the advantage over a ship that ignore them.
The "Avoid" order is more useful for enemies you intend to completely ignore and thus want to keep your ships from pursuing.
>At best you don't know what you really want.
I find it ironic that you post this when you fail to understand such a basic concept that I've laid out as plainly and simply as possible and instead go on about completely unrelated commands like an ape.
"This ship is low priority. Do not engage it. Continue engaging other ships without engaging this one. Do not flee to the other end of the battlefield because you see this ship on your sensors, but do not fire upon it and do not approach it if you don't have to."
This is what I want. I'm really not sure how I can possibly make this any more clear for you. If you still don't understand, then please do not bother replying. I'm trying to be nice, but your stupidity and lack of understanding of such a basic fricking concept as "LOW PRIORITY TARGET" is pissing me off.
>Do not flee to the other end of the battlefield because you see this ship on your sensors
This never happens.
He's being a little hyperbolic, but the avoid command will make a ship try to stay out of the combat range of the designated enemy, which includes their missiles and I think fighters. So it's only a little hyperbolic.
Anon, you are the one asking for help because you don't have a magic button that does something you can't define without contradicting itself.
But you refuse to accept that you might be asking something illogical in the first place.
>"LOW PRIORITY TARGET"
Is quite different from your full goalpost:
>"This ship is low priority. Do not engage it. Continue engaging other ships without engaging this one. Do not flee to the other end of the battlefield because you see this ship on your sensors, but do not fire upon it and do not approach it if you don't have to."
It's so vague you might as well be asking the game to play itself but give you the illusion of making decision.
Beside ships already prioritize targets on their own. Probably better than you would with "pretend this ship don't exist, isn't shooting at you, isn't moving behind you, except when you should ignore everything I said".
You seem to think that (in a group fight) "not wasting fire" at some target (in range) will make killing the rest easier.
The flaw is that by doing so you aren't reducing the pressure your ships will be under until an enemy actually get destroyed, which isn't going to happen faster because your redistribution of pressure will be mostly weaker than the gain the enemy have from having a ship always at best flux.
That's why a more potent strategy is to focus fire on an enemy to remove it from the equation faster than your enemy can use that moment to pressure your ships.
If all you really want is to ignore a stray enemy: your ship already do it as long as they have ANY other orders and the stray enemy isn't approaching them or a place you've put on "capture", meanwhile a "Defend" orders do wonder creating a battle line, then you use "Eliminate" to quickly remove an enemy.
I believe I asked you to not reply to me if you still didn't understand.
And I do so I answered you.
No need to save face because you are actually incapable of defining what you want. Just learn and come back as a smarter anon next time.
>because you are actually incapable of defining what you want
I defined it very plainly and simply, and every single time you reply with "uhh... no am attack...? me no understand... you try da eliminate command? dats da one dat makes you attack!"
I'm sorry, but you're literally a fricking ape, and incapable of grasping basic concepts.
>basic concepts
>two line of contradictory rambling about magically ordering all your ships to be pinata for some enemies except when it would be moronic which is all the time
My only error is that I've apparently hurt your ego explaining your error.
But given your last answer I'm guessing your battles look like pic.
Trust it or not but I could actually have screencaped 2/3 anons telling me I helped them with the command system, one of them a veteran who discovered something, encouraging me to write the wiki.
The fact that you think any of what I said is contradictory is honestly baffling, and you just keep saying it without being able to explain what exactly is contradictory about "This target is low priority. Do not attack it."
Once again, I can only assume you're a literal ape because you don't seem to understand anything except attacking and are extremely confused by the concept of not attacking.
The devil is in the details and you have a reductive understanding of how the AI work.
https://starsector.fandom.com/wiki/AI_Behaviour
You don't even see your contradiction.
>what I want is specifically "do not engage" without the "stay five hundred billion miles away from this ship at all times" effect from avoid.
=/=
>"This ship is low priority. Do not engage it. Continue engaging other ships without engaging this one. Do not flee to the other end of the battlefield because you see this ship on your sensors, but do not fire upon it and do not approach it if you don't have to."
=/=
>"This target is low priority. Do not attack it."
>confused by the concept of not attacking
...an enemy who is attack you, also asked to move away?
I sure wouldn't want to be under your orders.
It's simple: You describe an order that need to be ignored in most of the situations you can face because it's moronic and suicidal.
Each of those quotes literally says the same thing, ape man.
If you say so Mr.Zapp Brannigan
I wish you were smart enough to understand how ironic that is coming from someone who fundamentally cannot grasp the concept of not always attacking at all times, because it's actually pretty funny.
>not always attacking
...an enemy always attacking you.
>not always
Move the goalpost as you wish, you are still asking for a magic order that play the game for you, asking your ship to be pinata for some enemies.
Speaking of "moving the goalpost" and "contradictory rambling", you're so confused by the concept of not always attacking you can't seem to decide whether marking a target as low priority would be a magic command that plays the game for me or turning my ships into pinatas in the same post.
Every single time you post it becomes more and more apparent that you really are a barbarian ape man who only understands "move forwards and attack the first enemy in range", literally calling the concept of doing anything else magic.
Piling up insult won't change that you are the one who don't understand how the AI work. You asked questions, but somehow you are mad to be told it's more complex than you thought.
The only question I asked is whether there was a mod that adds more orders, because I want a less extreme version of the avoid command, which this game does not have. You've completely made up the rest of this in your head, and seem to have no ability to comprehend anything you read.
And my answer to your question is that you are looking for an unicorn that can't exist because of how the game work.
The discussion got heated because it seem I ticked you off and you started insulting me Ganker style.
You can't have lower priority than it is now without making your ships into retreating-pinata. The avoid order work this way because unless you get out of range you are just helping that enemy put more pressure on your ship.
If someone made a mod I expect it to be a secret "eliminate" raising all other every ship "priority", priority here meaning taking more risk in the threat-rating calculation.
The entire problem is that the avoid command is far too extreme and causes ships to stay out of missile range, which is massive and generally unnecessary because most ships can't put out heavy missile pressure at long range, and point defenses are a thing that exists to counter missiles, and because of the massive range they stay away to avoid missiles they end up withdrawing from the fight entirely, making the command useless against anything with a single missile rack.
I'm insulting you because you seem to be completely incapable of grasping the very basic concept that I'm explaining to you and referring to it as magic while repeatedly telling me "you use da eliminate command to attack ships" like a caveman.
Even if the only way to lower a ships targeting priority was to raise the priority of every other ship, I'm sure even someone like you could understand how having a single command to do that automatically would be better than individually issuing an eliminate command on every other ship in the battle. Imagine if there was no eliminate command and the only way to have ships attack a specific target was to give an avoid order on every single other ship in the battle. Pretty nonsensical, right?
IMO what you ask isn't actually "basic" and is only applicable in small niche situation, bad/inapplicable in all other I can imagine.
The very idea of prioritizing target only make sense in the way of the "eliminate" order or against enemies who cannot put pressure worth mentioning.
You might have come used to prioritization in game where your unit do not move without your consent, which eliminate the "pressure" part of the problem since they are defacto suicidal to start.
I played Starsector when several version ago it took more effort to keep your ships from rushing in recklessly than to attack. Now they put minimal effort by default, they'll almost won't attack the enemy if the enemy wasn't the one coming into range
>was to raise the priority of every other ship, I'm sure even someone like you could understand how having a single command to do that automatically
Do you understand what it mean to "raise the priority"? It's an eliminate order and those are dangerous because those ships WILL take more risk because the no-order standard is already very very minimal.
I do in fact regularly spam "eliminate" on plenty of target to encourage an aggressive culling, avoiding to put too many per area or it have the opposite effect, also removing them on the goes for target no longer in the area I want my ship to focus on.
An automatic "eliminate" order on every ship, is what the Assault button does and it is dangerous.
>The very idea of prioritizing target only make sense in the way of the "eliminate" order
>Do you understand what it mean to "raise the priority"? It's an eliminate order and those are dangerous because those ships WILL take more risk because the no-order standard is already very very minimal.
You see, this is why I'm insulting you. You're literally only capable of thinking in terms of the eliminate command.
I feel like I'm talking to a fricking caveman. I try to explain the situation very carefully and you're still incapable of understanding.
I've wasted enough time trying to explain basic concepts to an ape. This will be my last reply.
Final loop then:
You are the one who came with question.
I explained you the game isn't at fault, what you ask for is just not a workable idea the way the game is now and would make your fleet take more risk.
You got mad because you can't accept you are wrong.
Maybe if it was a different game with smarter AI and actual pathfinding your idea would have a different result.
Getting star fortress with it's escorts was so fricking hard, only had my flagship and one cruiser with 20% readiness and about as much HP left by the end from my grand fleet.
But it's absolutely worth it, no more pristine hegemony fleets to prey on my colonies.
All hail the High Intensity Laser, it would be impossible without him.
Update, just a bout a month after that hegemony homosexuals successfully invaded Kazeron and took over their pristine nanoforge so I'm back to square one.
I would be mad if I wasn't amused.
Is there a mod that lets you do the Princess of Persea quest without a Hegemony commission?
Finally updating my modlist after waiting for certain mods to update.
Do any of you have a mod you consider great to recommend?`
You probably already know about most of the mods that most players would call great, and probably already know whether you want to use them.
A smaller couple of mods that have been pretty impactful in my current playthrough are More Bar Missions and, more importantly, its companion mod More Military Missions. Together they let you dip into pretty much any playstyle you want whenever you want to, and the latter gives you lots of opportunities to fight big battles for fun and profit. If you can punch above your weight class, the station defense missions can be really imbalanced and feed you tons of high end ships that you might otherwise never have access to, so exercise discretion with those. Or don't, whatever, it's your game.
>More Military Missions
Pretty good one. Easily available large scale battle with some support from a station.
On that note I conclude beam spam being relatively efficient at pressure, though it greatly benefits from some actual heavy hitter on your side to capitalize on that pressure.
Have we gotten anything good this month? Big mod updates perhaps?
We all know that midline station sucks but which station is the best low tech or high tech?
back in 0.9.1a-RC10 it was high tech
in the current version, i still don't know
remmant.
doesn't midtech permanent missile barrage? ah right it's only one slot
>midline station sucks
Really? Shit. I put midline on all my colonies so far. Just one system, so it's not too late I guess. What's bad about it?
same as all midlines. no armor and no shields worth speaking of. but that only matters if you fight with it, statios otherwise have the same calculations for automatic fights.
Midline can work if your fleet is there to stop enemies from encircling it.
Its too mono sided
whoever thought a spinning station with guns on one side and missiles + hangars on the other is a literal moron
The other stations are better because it has radial semi-symmetry instead of completely bifurcated pieces of shit that the midlines are
It's not that it suck or is weak, that's a hyperbole but it simply can't compete with high tech shields and beams or firepower and durability of low tech.
Also hangar side is a problem, very few weapons so enemy can get rid of flux while waiting for weapon side to come up.
What exactly are luxury goods, anyway?
Consumershit to show high status
Gacha rolls
graphics cards
surely not
Since we're talking about stations. I don't know which mod adds it (industrial evolution maybe?), but I have an option to build an AI station. Is it the same as a remnant station? If so it's probably worth the extra cost.
What are some nice factions with a focus on long-range combat? I want that artillery feel.
Imperium has unique hullmods to specialize ships in defense, speed or range.
what happened to rsdev anon...
Dead
are there mods for mechs
There are a few.
Arma Armatura has some over the top pilotable mechs and some mech fighters.
Diable Avionics also focuses heavily on fighter mechs, with some ships allowing you to control your wings as a special ability.
>it's another episode with the two nitpicking autists
Either have a nice day or get a room
We are keeping it to a dead thread while another is already up
Just move there
That homosexual is a homosexual