Don't know about Vayra but HTE will crash it, and both Apex and DME will faill to load if you start a game with NGO, but won't actually crash your game.
Are there known glitches with low-tech orbital stations? Trying to destroy one and none of my ships want to do anything. They just sit there at the spawn area, even when I directly give them eliminate/rally point/engage orders. The only thing they do is charge at and destroy every wave of fighters from the station, and then go right back to sitting there.
gas station manager has one but its mostly focused on increasing your reputation with the science b***h
nexerelin has remnant questline which i would count as a faction since you can become friendly with them
>decide to improve remnants and pirates before this run's Great Survey >forget i have a heg commission >instantly frick up risk dynamic and the heg goes on a conquering spree
I think you don't need that many Burst PD lasers, especially if you run double Xyphos. I would take all of them off and rely on the Xyphos, or maybe leave 1 or 2, and then use those points to get Hardened Shields or Aux Thrusters (more maneuverability is really good on Odyssey).
>start a derelict empire free for all with aggressive nex options >the heg invades 4 markets simultaneously and wins a level 7 habitable military world among them >invades another 6 worlds or so >wins in under 6 months
Free start for my new file or own faction? Feeling a nex run. Alternatively I can load a nice seed with a Terran planet in a good place and just console command that into my faction start.
free start, random core worlds, 2 worlds per faction, no stations, must have first colony before end of cycle 206, default (or more aggressive) nex settings
>make colonies reasonably able to take care of themselves and not need babysitting >colonies become super OP if you focus on them >make colonies require frequent care and attention from the player >colonies become an annoying hassle to deal with it you aren't focusing on them
How can this be fixed?
>make colonies worthwhile to focus on, giving you unique bonuses like access to ships and missions and other stuff >have them able to defend themselves >once in a while, throw a humongous, unkillable death fleet at them, forcing you to come back and deal with the issue personally, or invest in an expensive protective solution
Don't have it happen too often, just enough so that you can't breeze through the game.
>make colonies reasonably able to take care of themselves and not need babysitting >colonies become super OP if you focus on them >make colonies require frequent care and attention from the player >colonies become an annoying hassle to deal with it you aren't focusing on them
How can this be fixed?
Colonies aren't too bad if you're picky and follow the rules. 2 million startup. Food and organics on a habitable world first with a second barren world and ideally a domain comms relay. Farming, patrol HQ (hostile activity management, priority 1), orbital station, waystation, megaport, ground defenses, mining, military base/high command, light industry, don't free port before +13 stability.
Second world at main world size 4, orbital works, refining, fuel, maybe mining, maybe a boosted high command, maybe light industry (free port drug market market capture).
If you're really concerned about having to defend your shit, don't exceed 6 pather interest on any world - so don't have your mining world be a refining world, too, and you can still refining+nanoforge a single world, and you can get away with a space elevator or biofactory embryo on your capital or something.
Everything else like hypershunts and cryosleepers and unicorn worlds are icing and can be considered once your main worlds are complete.
Congratulations on your 500k per month with minimal attention required. Just because you can anally micromanage an empire doesn't mean you have to.
Never pick the "own faction" start. It completely trivializes early game. You get a perfect planet with free everything, and it guarantees you 50k income a month. It's like a glorified cheat code.
I don't get much of an ending vibe from the story at all. There's too much that could happen.
>gates could come back online, domain of man is re-established - could be good or bad, politics is shattered either way - how powerful may other shattered vestiges of the Domain become? >omega turns out to be nothing like we expect, or some confused mixture of multiple things >the entire plot implications of the ziggurat, transverse jumping, and the ai trying to scuttle it under unknown motives >the planetkiller >how deeply is TT intertwined with AI
I could see the Galatia line leading into a dorito capital fight or scenario, but who knows where that thread will lead since Alex is working on some Persean abyss shit and that could go in any direction. I sincerely doubt the gates will ever truly come back online, but I could see a Persean-local activation system coming online so npcs could use gates you've activated. Maybe linked to hypershunt taps, and their use will be reworked to be less complete shit.
There's still no real downside to using extensive AI in colonies - I firmly believe there should be tangible risk to using AI besides the Heg finding out, Pather interest, and the blackmail thing. Maybe if you have 3-5 alpha cores in one system they start working together to usurp you or something, idk, but there should still be some risk inherent to their use, otherwise why did two separate AI wars utterly decimate the entire human population?
Andrada's on death's door. What will happen to Askonia when he passes?
Will there ever be consequences to colonies populated primarily by cryosleepers? Migration data is apparently already tracked, for whatever reason.
Frankly, I'd like a Hero Path. I like the idea of restoring peace to the Sector, as much as I enjoy bringing it chaos usually. But I think any story will continue to meander along inconclusively.
>Frankly, I'd like a Hero Path
Then go play Starfield or whatever
I WILL SEE THIS SECTOR BURN TO ASHES AROUND ME and there's not a single thing you can do to stop me
>otherwise why did two separate AI wars utterly decimate the entire human population?
The AI wars were fought over AI, not against AI.
The dilemma is fairly obvious at this point — you can embrace the AI use in hopes of jump starting a new golden age for humanity, but this will piss off the Heggies and Luddites to the point they'll declare total war on you, no ifs, buts or 100 Speech diplomatic solutions.
>make a couple of decent colonies >have a kill fleet that can delete anything short of Doritos with ease >go to Kazeron >make a special raiding operation to liberate a nanoforge >suddenly a frickhueg ultrafleet spawns right on top of me >after having to batter through a starfort and local fleets, my fleet is not up to shape >so I decide to spend one of the many story points to slither out of there >Nope. >WTF? >some anime b***h is trying to be smug with me
Frick Rapesector. I'm uninstalling this piece of shit mod.
>invade Chico and yoink the Nanoforge while I'm at it >Aranitia gigafleet spawns a stone's throw away >had the foresight to call some Grand Invasion Fleets before hand >one big fleet intercepts it, gives me time to back away and repair >lure Aranitia into my second backup fleet, grind them down and win >capture smug b***h Ava
Easy as that.
all ship descriptions in this game is like >shitty old bla bla ship now serving as a combat vessel because this universe sucks
We get it, but can it tell us which ships are actually good and which are not
>which ships are actually good
In a perfect world they all are. Even shitty pirate conversions offer decent firepower for a fraction of a proper ship's cost.
>which ships are actually good and which are not
Part of the fun is learning how to determine that yourself by looking at the ship's details which the game DOES tell you. The description is fluff albeit entertaining fluff.
>making some random gantries orange but not the tanks
heresy
kill all of these anime Black folk now, satbomb all their planets, REMOVE them from my sector
That's unnecessary and waste of VRAM. He could settle one logistic ship for each role.
[...]
probably to allow filling multiple spots on the price, signature, burn level, and logistics footprint vs capacity and per-slot efficiency spectrum
>wow a Buffalo with 12 burn level and more 30% more cargo capacity! But wait! We also have smaller Buffalo with faster burn level and smaller cargo capacity!
Single digit-tier faction fleet designing.
>That's unnecessary and waste of VRAM.
He probably wants to make it so you can have a pure UAF-only fleet. Since they're so far from the core worlds it makes sense that they would rely on their own ships rather than buying old tankers from Agreus. But I agree that he could have one medium freighter and one medium tanker and be fine. Have one of the frigates be a combat freighter or tanker if he really wants a smaller logistics ship.
It has some very effective fighters and ships that have a slow health regen along with things like reflective armor and skills that buff fighter wings.
Their downside is that they're very squishy. Get in their face, close the distance and they'll fall apart really fast.
Pretty OP as a faction. Their ships are merely strong on paper, and there's so many different ships that it can be tough for the AI to run a fleet that works. This ends up being a nonissue because their fighters are actually frigates in disguise, most/all of their missiles reload, and UAF guns are mostly gatling peashooters with gnarly tracking that L bozo any shield it sees, coupled with free regenerating hull on most warships. And most ships have ground support package. And most carriers can hold a line. And most brawlers have some flight decks. And they have a frigate with like 40 OP and a flight deck for like 6 dp or some shit? And you can get the really OP ships if you go through the (romance?) arc or whatever weeb shit's going on in there if you really want the "autopilot no combat skills solo X Ordo farm" supercapital experience.
It has some very effective fighters and ships that have a slow health regen along with things like reflective armor and skills that buff fighter wings.
Their downside is that they're very squishy. Get in their face, close the distance and they'll fall apart really fast.
Alright, I guess I'll saturate bomb them to death as penace for installing OP garbage.
>what makes broadsides superior? PEWPEWPEWPEPEWPEWPEWWWWWWWW SKIDOOOOOOOSH BANG BANG BANG BANG BOOOOOOOOOOOOM BOOM BOOM BOOM BOOM BOOM KAPOOOOOW!!!!!!!
It's funny how modded ships with actual battleship layouts and turret arcs completely mog everything vanilla. Too many vanilla ships are just forward-facing bricks.
It's funny how modded ships with actual battleship layouts and turret arcs completely mog everything vanilla. Too many vanilla ships are just forward-facing bricks.
What if there were a spinoff about regular naval combat that just used Starsector as its base to work off of? Could that work? How much of it would just be reskinning?
>Update
No, I'm pretty sure they don't. No clue if this is a mod or a bug.
And no, 'Survey Data' doesn't do anything on the base game. It's just an extra source of cash for the player.
maybe a mod then, I have plenty. I am pretty sure it is not me sold it, i didn't really survey anything recently
>Update
No, I'm pretty sure they don't. No clue if this is a mod or a bug.
And no, 'Survey Data' doesn't do anything on the base game. It's just an extra source of cash for the player.
Nex pirate/luddite stations do not have functoning economy and do not trade, therefore don't update their markets. I've ended up with a friendly ARS station in my system to which i sold all shit until i got commerce. It had like 40 V planetary surveys
it stays in their inventory so you sold it to them at some point and just forgot about it
pagsm has an npc you can sell them to so they dont clutter trader inventories
>game is like ten years old >there's an entire class of ship that the AI is still completely and utterly incapable of actually using
Might as well just make phase ships player-only at this point. They're just free kills when the enemy fields them.
they don't really waste your time that much because you'll be able to salvage another heavily armored frigate for your deathball fleet once you're done cracking them open
i love it when the phase ships dodges all of my missiles
the only acceptable AI phase is the Wolf and Radiant's teleport until they spam it to escape interception like some cheeky frickers
I just make my own. They're just 128x128 pngs and you only need like 40 or so images to replace the vanilla female portraits. Most mods don't add a ton of female portraits either. One quick trip to a booru and you're done in an hour and have images suited to your tastes.
It doesn't delete ships from the game or anything, it just prevents lp fleets from having the same generic ships as the independents and gives them lp variants instead.
What even is the point of colonies?
I know you can make a colony generate 150k credits or more per month, but what use is that money?
A full 240 DP fleet costs maybe 2 or 3 million credits, and you need to invest more than that into a colony to fully upgrade it. The fully upgraded star fortress alone costs 1,650,000, that's as much as some entire fleets. And in the end you earn passive income but have nothing left to buy with it because you probably finished your planned fleet before your colonies have grown to max and have all the industry slots filled. Not losing money to wages each month and instead getting some credits feels good, but you've spent more on these buildings than the sum of the wages would have been over the entire playthrough, unless you play for hundreds of cycles.
tl;dr - I feel like there's no endgame use for large sums of money, so colonies feel pointless to me. At least as income generators they feel pointless. I guess they can be fun for RP, but money almost stops being a thing in this game once you have the fleet you want.
You don't need to put anywhere near 3 million credits down to get a colony to start making profit. They're still suboptimal honestly, and are mainly fun for the aesthetic, but the profit/price is not awful. And if you actually do heavy investment, you can easily get more than 300k profit per month.
Early game you can pop a colony down on almost anything 175% HR or lower and profit. Bonus points if you get a high potential system within the first cycle or so.
I think the progression path for colonies is actually in a pretty good place. You can grow your colonies with your progress, or save up a few million to rush a few at once, or go the Nex path and make a little empire or whatever. You're not losing anything by waiting, you're not gaining anything by starting early. It can all be done at your own pace, and they exist as a side dish to the main game.
And I think you're kind of working backwards on the credit question. It's not so much "what should I do with my riches" as "what am I free to do now that money is no object". You can build out spare fleets, you can drop hull restoration, you can condense your logistics into a few capitals, you can run frick-you fleets to bully the sector, you can resupply anywhere, you can go farm alpha cores, literally play the game however you like.
>literally play the game however you like
Nothing stops you from doing all of that without colonies. This 'side dish' is just an illusion of content, meant to waste time.
They're pretty mandatory if you want to get into advanced stuff, sure, but you can also just cheat shit in if you're really concerned about your time, anon.
Being able to build large custom fleets without putzing about the sector hoping it's in stock somewhere, or grinding out a military contact for the chance at production slots. The frick huge passive income that lets you support a frick huge fleet upkeep. When you get beyond needing to worry about cash, you don't need the maintenance or fuel skills, and when you can build ships you want on demand you don't need hull restoration, so that can free up 3-5 skill points for combat or something.
If you've already solved the game what do you find fun in it?
8 months ago
Anonymous
>grinding out a military contact for the chance at production slots >when you can build ships you want on demand
you can do this at prism freeport >i dont use nex
kys >If you've already solved the game what do you find fun in it?
the journey
I fricking love arkleg. Their ships are super fun to use, and never feel unfair to fight against, or use against the AI. Their shit is also fairly cheap to buy so it's never too much of a loss to experiment.
I just wish there was more stuff on who the frick the blue boys actually are, and what their deal is
Is there anything left to do after fighting the tesseracts?
I have little interest in conquering the core worlds because it seems like it boils down to "bring thousands of marines to this planet". Anything left to do? Are there mods for more endgame?
I assume AI cores are only as big as a football.
You can carry dozens of cores in a hound. The hole in the Paragon is bigger than a frigate.
Also the Paragon is a domain ship and AI controlled warships were illegal under domain law, as the Remnant faction description says.
>I assume AI cores are only as big as a football.
this illustration suggests ~1 meter spherical, plus a lot of much bulkier support equipment to actually run it
Is industrial evolution modular?
The mod is huge, but it has a few things I would like in my game. Can I disable most of the content and only enable parts of it?
The mod description doesn't mention any form of modularity or being able to choose which features of the mod to enable.
The mod does let you disable stuff you don't like, but it's not mentioned in the description on the page.
The mod description doesn't mention any form of modularity or being able to choose which features of the mod to enable.
The mod does let you disable stuff you don't like, but it's not mentioned in the description on the page.
Not him but
https://fractalsoftworks.com/forum/index.php?topic=25658.0
Industrial Evolution like other mods that might have support it use LunaLib for easy modding. The modular way would be going into the java files but this streamlines it by turning stuff off and on
Modders are getting tired of having to toe the line with the established modders who cry about "copying" their ideas or just dealing with their egos, DME's mod maker and Noah being key examples. On Discord there's at least several servers where they can release mods without so much restrictions. NGO, Sephira Conclave and translated versions of Goathead and Traverser can be found on Corvus, where the rules are much looser on bootleg updating other people's mods.
What are those inhabited systems outside the core? Are those your colonies or a NPC faction?
I've been looking for a faction mod that has colonies some distance away from the core.
>Lethia
Small independent colony from Tahlan Shipworks >Hazard, Kamikaze etc.
Hazard Mining Incorporated >everything way off to the bottom left
UAF
The others are from Diable, Interstellar Imperium and Underworld
Imagine all the Ruins to explore.
There have to be at least 50k vulcans in that image.
I had to scale it down, I was getting like 4 fps on that map
I used to not love the capital support ships, but with s-modded augmented drive field giving +3 burn and s-modded insulated engines giving -90% sensor profile I love them now.
It has a frickload of med slots, is there a way to turn it into an actual combat ship or is it just destined to remain as the only cargo/tanker that i'll ever need?
>mod adds something as innocent as a vulcan small energy equivalent >My scarab now deals 2000 frag dps that gets tripled to 6000 frag dps while the system is active
Lmao, this feels really strong. It kills shields super fast because they don't care about hit strength and one AM blaster is enough to deal with the armor after that.
I probably spend over half my time on the game now just fricking around in the sim and trying to make the craziest builds possible by combining different mod stuff like that. Kinda reminds me of PoE or Diablo (not so much D4 lol) with how many different types of builds you can make work and how much time you can spend trying out different variations.
>Themed fleets are fun
Do people even make anything else? Sticking to one faction's ships is the best way of playing, having a bunch of ships with different aesthetics just feels weird.
there’s a lot of mods that add small frigates designated as corvettes/patrol craft/armed shuttles/etc
as expected they’re basically all fodder for anything larger than them
Mod dennier here. I want new patch and I cannot lie...
Last one added so-so ships and so-so quests(?) so-so writing.
Speaking of which, does moving to quest side of things implies that end of development is around the corner?
We're at 0.96 and there's a good chunk of the main campaign already in the game. I assume there will only be 2 or 3 major patches left before 1.0.
These 2 or 3 major patches might take 4 years though.
>I assume there will only be 2 or 3 major patches left before 1.0.
Fair assumption. As long as it is content and not "le balancing" I'm fine.
Been quite the ride already.
Are the Omega weapons locked at save creation?
I have only found one hypershunt so far and now that I'm strong enough to fight the Doritos I see that both of them generate with Reality Disruptor, which is a good weapon, but sadly it's also the large Omega weapon I already have from the Nexerelin Remnant contact. I was hoping for a Rift Torpedo.
Reloading multiple times only gave me both Tesseracts with Reality Disruptors every time, so I assume their loadout is generated on save creation and won't change with RNG manipulation?
>their loadout is generated on save creation and won't change with RNG manipulation?
correct now install a mod instead of being autistic about your omega weapons if you want to use them
i dont know what you mean by slowing down but for me fps in hyperspace starts dropping to 30-40 with grand invasion fleets doing all over the core worlds with these settings
"sectorWidth":194000,
"sectorHeight":124000,
"AdjustedSectorConstellationCount":200,
"AdjustedSectorConstellationSize":2000,
"AdjustedSectorConstellationCellSize":7,
i also have 10+ faction mods and play at 1440p
The Rift Cascade Emitter seems almost tailor-made for the Odyssey. Getting close is so easy with plasma burn and that weapon deals obscene damage when you're close to the enemy. Getting out is easy too with plasma burn, but most of the time that's not even necessary.
I hope for vanilla balance, I fear anime balance.
I think a lot of their ships are XIV versions of vanilla hulls, so it's probably not too bad, because they're only slight modifications of existing ships?
I hope for vanilla balance, I fear anime balance.
I think a lot of their ships are XIV versions of vanilla hulls, so it's probably not too bad, because they're only slight modifications of existing ships?
They actually aren't overpowered at all. To be honest, you could remove the anime portraits and it'd fit into the vanilla game just fine.
I've been going through a few mods recently, trying to find something I like and I have to ask: Are most mod makers just allergic to weapons with worse efficiency than 1.0 or do I keep looking at the wrong mods?
It's like they just refuse to make flux-inefficient weapons, even if their weapon has above average hit strength, above average range, above average DPS, above average everything, the worst they'll do is give it 1.0 efficiency, making many of those weapons way too good.
Flux inefficient weapons can work if they make up for it in other stats. People use the heavy blaster on vanilla builds, people use the plasma cannon, people use tachyon lances. All of those have worse efficiency than 1.0.
Yeah, pretty much. Most mod makers are not concerned with vanilla balance. Star Federation is the only one I've played so far that has neat gimmicks that compete with, rather than outclass, vanilla design.
You're not the first one who mentions that Star Federation has good balance. Okay, fine, I didn't really want to mix FTL and Starsector, but I'll give it a try.
That doesn't change my point. Plenty of vanilla weapons see use even when they have worse than 1.0 flux efficiency because they're strong enough to make up for it. Tachyon Lance is one of the most popular vanilla weapons.
Lots of mod weapons have the strengths of the inefficient vanilla weapons but without the inefficiency.
or are you literally just complaining about there being too few heavy blaster variants?
plasma cannon is 1.1 flux / dam
tachlance lies, it has a lot of scripted damage
8 months ago
Anonymous
>tachlance lies, it has a lot of scripted damage
Are you sure? The only thing I can find in the weapon data is the shield-piercing EMP arcs. The listed damage feels correct too.
8 months ago
Anonymous
i'm sure that you're a moron, please look up com.fs.starfarer.api.impl.combat.TachyonLanceEffect and then shut the frick up
8 months ago
Anonymous
Faiur enough, but doesn't actually change anything when Plasma cannon, HVD and other good weapons with bad efficiency exist. Or are you one of the morons that only has 0.7 efficiency weapons in his mod and feel personally attacked?
8 months ago
Anonymous
i'm mostly just tired of idiots who don't realize that
The storm needler has 700 range and .7 efficiency.
8 months ago
Anonymous
Post these examples or die.
8 months ago
Anonymous
>plasma cannon is 1.1 flux / dam
which is worse than 1.0 and it's only 700 range. And it's still a good weapon in vanilla.
Maybe I'm just looking at the wrong mods, but so ones I've seen would never give 1.1 efficiency to a 700 range large weapon. They'd give 0.7.
8 months ago
Anonymous
it's hard to know if you're moronic or just playing shitty mods if you don't name any actual examples.
possibly you're both.
8 months ago
Anonymous
The mod that ended up triggering my autism screeching was Apocrita Association. I've been looking for vanilla balanced mods for a while and I feel like most modders just go way too hard on weapons. Apocrita Association in particular has great ships that seem balanced at first, but the faction is loaded with 1000 range hard flux energy weapons with high hit strength and fast projectile velocity and I don't think there's a single weapon with worse than 1.0 efficiency in that mod. Plasma cannon and most vanilla energy weapons literally become obsolete with that mod installed.
8 months ago
Anonymous
The storm needler has 700 range and .7 efficiency.
8 months ago
Anonymous
Yes, I know. I'm not saying there's no place for efficient weapons. The storm needler has other weaknesses (like punching through armor) so it gets a good efficiency. I'm just tired of seeing weapons in mods that are good at everything.
nobody actually uses the shit weapons in vanilla
they exist but everyone and their mother uses the same small group of weapons that are not dogshit so in reality the mod weapons compete with HVC tachyon lance and reaper launcher not the "average" vanilla weapon
Doesn't that prove his point though when Hypervelocity Driver is good while being one of those weapons that pay for its strengths with bad flux efficiency?
the only mod that has good balance in line with vanilla (while still widening the choices available to you) is osiris alliance, but generally i would say that literally every single mod except for UAF is acceptably balanced and their weapons dont shit on vanilla guns too hard. only UAF (aka THE meme mod) is utterly moronic in their superweapons that nuke ships in one shot, have capital firepower in one slot, make every other weapon including omega weapons obsolete, on ships with a billion op, pre-nerf phase ship tier mobility, and paragon flux stats.
seriously, theres nothing that could ever compete with anime mods in terms of being unbalanced
High tech, based and DPS pilled. Even alex made another kinetic version of heavy blaster and made giga cannon only do 2k damage for good efficiency out of all things. I was expecting 4k dmg or longer with more damage.
Maybe it is the mods then. I'll keep looking.
Some of the more popular mods like UAF have incredibly strong shit like supercapitals that solo entire fleets though, so it's not like I can go by popularity.
Are there any mods that just kind of pump up the numbers of strike aircraft? I don't want to change the effectiveness of a wing as a whole. I want to triple the number of craft in a wing, but each craft has a third of it's normal health and deals a third of it's normal damage.
Finished a playthrough with random assortment of things. Good mod, will probably use it in every playthrough from now on. I like that it's just exploration content and QoL stuff and nothing else. There's not a lot of bloat yet.
Enjoyed the abyss dungeon a lot. I expected a boss at the end, but there wasn't one. Just multiple branching paths that end eventually. Still very good content. Either the boss idea was considered at one point and abandoned or it's still in the works, because there is a boss-like ship (creature?) in the mod files.
>and probably never will given the current state of the mod's development.
I noticed I wasn't finding it anywhere on the mod index or discord the last time I needed to update and had to google it. Is it going through tard drama?
>I wasn't finding it anywhere on the mod index
it has never been on mod index because the dev doesnt want it there until it is "done" so use the search function on the forum to find it
>for kinetic weapons you want dps >for high explosive weapons you want big single hit damage >range is king >most beams are shit >missiles are hit or miss >you don't have to fill every slot with guns >some anons will tell you to get Integrated targeting core, others will tell you to get safety overrides
He's generally right in the way that higher dps kills shields faster and hit strength is meaningless for killing shields.
Of course there are other factors like range and flux efficiency, but higher dps will get through shields faster, while the same is not always true for armor, depending on hit strength.
>higher dps kills shields faster
in theory but vanilla does not have a weapon that actually does this because the low range means you need to tank hits to use them >flux efficiency
needlers are medium range burst weapons not really dps with the exception of storm needler which should never be used because there is not a single ship that has the flux pool to use it or wants to use 28op on this garbage
mark9 is an inaccurate piece of shit and should not be used
we are left with HVD which is the best weapon in the game and the only real shield killing option
Mark9 is okayish. The inaccuracy is rarely a problem, because you don't need to hit the same spot over and over again with shields like you would with armor.
It's not a great weapon, but it's not terrible either.
Also people are sleeping on Arbalest Autocannon. It's cheap to mount and has good flux efficiency. There are some ships where it's absolutely worth using. Eagle with arbalests in the front hardpoints and 2 advanced optics phase lances in the turret slots (advanced optics bringing the phase lances to roughly the same range as the arbalests) is actually a very solid build and kills other cruisers way faster than a HVD/Heavy Mortar eagle.
8 months ago
Anonymous
>HVD/Heavy Mortar
HYD/Heavy Mauler of course, nobody is using Heavy Mortars with HVD.
You want to have all your weapons to have roughly the same range. (With the exception of point defense.)
Same with the fighters on your carriers, similar speed will make them work better together.
Short range guns are good on faster ships that are able to quickly close the distance.
You want your ship to be able to fire all of its weapons at once, so invest in vents, be cautious of flux-hungry guns and maybe don't use all mounts available. Also keep in mind shield upkeep.
For ballistic weapons it is more desirable to have kinetic (anti-shield) damage.
Hullmods for the most part are not cost-effective, so don't go crazy with them.
Building hullmods into the ship is not necessary for a good loadout.
Simulator is helpful for testing your loadouts, but don't rely on it too much, real combat situations are very different from 1v1 duels.
>You want to have all your weapons to have roughly the same range. (With the exception of point defense.)
This is less required if you're using agressive AI (though of course range is still good on agressive), because agressive will try to get close enough so it can fire every weapon on its ship at the enemy.
If you're using steady AI then having matching ranges is pretty much required, because Steady will stay at the range of the longest ranged weapon, so having a 1000 range Ion Beam and a 700 range weapon on the same ship will mean that the Steady AI often won't get in range for the 700 range weapon.
What would be the least shitty place to live in the persean Sector? I know every place there sucks to some degree.
Probably an independent planet or the hegemony?
Persean League is ruled by oligarchs and kings and their ingame description straight up tells you that individual freedoms are not protected, they only care about protecting their aristocratic class.
Tri Tachyon is a ruthless evil megacorp that would be at home in the most dystopian cyberpunk settings. Ingame descriptions mention oxygen fees, falsifying records to shift blame being common and they tried to planetkill the planet with the highest civilian population in the sector.
The Luddic's are religious fanatics.
Sindria is North Korea in space.
The Hegemony is in perpetual martial law, but at least they seem to have some sort of meritocracy going on where everyone gets a chance, since Baikal Daud was a nobody born in the slums of Chicomoztoc and later became the high hegemon.
The independents are not really unified and wouldn't be able to defend themselves well against the major factions, but as long as the status quo isn't changed there's probably some really decent places there.
Some of the League's planets are pretty nice.
Chicomoztoc is an absolute shithole with presumably a gorillion languages since workers were rushed in from every corner of the Domain to get the forges running as fast as possible during the colonisation of the Sector, polluted to hell and with regular riots the local authority doesn't give a damn about solving the root causes of as long as the Hegemony gets its ships, heavy machinery and dragon dildos. Eventide is an aristocratic hellhole where those who aren't born into a noble family quote "live in the twilight peripheries where the harsh climate shifts of the slow summer-day/winter-night seasonal cycle must be endured in full force". Jangala is Jangala, and if the native life gets into your house somehow you're fricked.
>with presumably a gorillion languages since workers were rushed in from every corner of the Domai
Did the domain not have a single language?
How can you unify almost all of humany and not have a primary language that everyone is expected to learn? After a generation or two this shit shouldn't be a problem.
NTA but that’s a really interesting question that I don’t think I’ve ever seen anything in-game about. Some of the ship/place/people names are from different languages but not sure I’ve ever seen them mention translating anything or even the concept of multiple languages. I guess everyone could easily just have a perfect real time translator on their ipads but the impression I got was that the living people of the sector have a complete different culture from anything on current Earth and seems like the only ethnic or whatever you want to call it backgrounds are either “normal citizen” or “luddic”. Maybe it would have been different before the collapse but seems like they think of stuff that happened on Earth as more of a fable/myth than actual history and it would definitely be logical to force everyone into the same standard language as The Domain was first forming.
Doesn't really matter if they had the same language. At scale it's pretty much an inevitability that even if everyone started out speaking the same language, over time they'd start drifting away from eachother as the language evolves to fit the society using it. Just take a look at english. Modern english is immensly different from the english spoken 500 years ago. Furthermore, american (simplified) english is also somewhat different from british english.
At Domain's scale they'd have hundreds, thousands of different dialects. Many of which would be less legible to eachother then the phrase "stick out your gyatt for the rizzler, you're so skibidi" is for an average 60 year old.
>Furthermore, american (simplified) english is also somewhat different from british english.
American English is more similar to English 2-3 centuries ago than current British English.
I am in the same age range as you and still remember what was popular back when I was a teen and how we talked.
We weren't much better. I'm not passing judgement quite yet.
8 months ago
Anonymous
22 year olds online just can't wait to be old homosexuals who get to be bitter all the time and b***h about the kids these days even though the kids in question are maybe 5 years younger than them. it makes them feel good about themselves.
For pure living quality, Gilead, full stop. The whole point of the Church is decent living, it's got millions of people with no industry. Everywhere else is either hyper-Chinese slums, aristocratic social hellscape, or corpo life.
>get your HE elsewhere
Since there are not a lot of ships with large ballistic mounts, I assume you are directing me to missiles? Missiles that AI will regularly fire into shields only to run out of them in the middle of the fight?
And chaingun is VERY limited by its short range.
missiles are indeed a great way to apply a large amount of HE damage. consider being less terrible.
armor breaking capability can also be found in a small energy mount, medium energy mount, large energy mount, or a large ballistic mount, depending on the particulars of the ship in question.
can someone help me with sounds.json?
i've added new music to use for the player faction, but my game crashed, and the play.faction file that has the music specified works, i tested it with theme of pirates, it was working.
https://pastebin.com/k91ZyAQK
line 500, i feel like a fricking troglodyte but there isn't that much topics that talk about this
all these 4 files are packed into music.bin and are ogg files.
I've read the AI is bad with the Odyssey but mine does fine under AI control and always does a lot of damage in fights. Was the AI updated at one point or were people just exaggerating? Sometimes I have to give it orders so it doesn't dive too deep, I guess that's the problem? It doesn't happen too often though.
I do use an agressive officer, but I run double Xyphos on it and let those handle the PD, so its closest range weapon is the 700 autopulse and with capital ITU and gunnery implants that's like 1200 range and it usually doesn't get much closer than that.
I think it’s mainly because in a big fight any ship with a system that only boosts you forwards is basically one bad use away from death in AI hands and the Odyssey just happens to be more fragile than something like an Onslaught. The AI does maybe seem a bit less suicidal with it than it was years ago but still doesn’t want to ever use it to escape. The real suicide ship is a Radiant but the frickers are just so strong they end up usually winning even after jumping straight into a 3 capital crossfire.
For the beginning of my next playthrough I want to remain with relatively low combat power for a long time while being hostile to all the major factions, basically a pirate smuggler running from patrols.
How much burn do I need to always be able to disengage? Is it 11 or 12?
>have thriving nation of 50 planets >primary fleet consists of doritos mixed with a Ziggurat as the flagship >30 officers thanks to mods >decide to invade Kanta's den, to liberate the nanoforge there >10 fleets spawn ontop of me >try to spend a story point to escape >Nia Tahl personally appears on my computer and takes a fat dump >spend 10 hours killing their fleets >finally survive >game crashes anyway
I'm uninstalling thorium, wtf kind of crapp mod is this?
I like them. They're overall great for AI use since they're guided and tend to be energy type damage which is flat against all defense thus you don't suffer as much from the AI shitting HE missiles onto shield ships right away, and they're slightly less useless against robust PD nets. Traditional missiles still tend to win in player hands. They're a bit less tough than normal missiles, too, so you will every so often run into enemy officers with a PD skill who can destroy a few before they fire, but that's a problem with normal missiles anyway so it's a wash.
Hydras are fine and have enough ammo, Dragonfires on the other hand really need an ammo buff if Alex wants them to be competitive with other large missiles.
Not that anon, but I'm torn on giving dragonfires more damage. On one hand, they're guided and deal as much base damage as a reaper. On the other, they're energy, so they feel underwhelming to players who can use reapers properly.
They should definitely have at least a little more ammo, though. 28 OP for 5 shots, 4k energy damage per shot - 28 OP for 20k damage, with a fairly high rate of successful strikes.
Compared to a cyclone, 26 OP for 20(!) shots of 4k HE with a pretty decent chance to miss or be destroyed, or taken to the shields for half damage. In a perfect world the cyclone is 160k damage, but even assuming half the shots fail to connect and the other half are eaten by shields, you're still looking at 26 OP for 50k damage, give or take armor.
Either way, I agree they're underbalanced, but they still perform really well if you put them on a proper missile ship with an officer.
8 months ago
Anonymous
A reaper getting eaten by shields isn't even a fail most of the time, you can often get a good overload with a 2k burst on shields.
8 months ago
Anonymous
Great burst potential, another feather in the reaper's hat since the dragonfire has windup. Pressure is always good, to be sure.
>and the other half are eaten by shields
For the record I meant a half of the remainder, so a quarter of the whole. But we're not morons here and we know what I meant. Clearly.
>Crying suns
Meh
The story isn't bad but I expected a more sophisticated gameplay than only having 2, 3 or 4 units at once.
Same for the ground part and having special crew.
Does anyone know of a .96a compatible intensification download?
I tried using google and searched the corvus moddig discord but i can't find an updated version anywhere
>start new run, modded >stumble onto a really nice little cluster right out the gate >colonize a deciv arid world with -1/+3/+2/+0 food/rare/ore/organics >forgot i took a heg commission to cheese certain things >can no longer explore because i have to defend a fricking invasion every 2 months >heg overlords do nothing to help out my little colonies >plural, because i colonized a vast ruins in a neighboring star too (but it gave me a nanoforge and alpha core so far for 2 story points, nice) >have to ping pong constantly just to keep my land >found a paragon, can't fit it because war with TT >still too small a fleet to bully the other factions
i know i'm at fault here but frick my life this is obnoxious, it's barely cycle 208 but i'm constantly flying back and forth because they just can't stop trying to invade or raid me
>implying my colonies are large enough to justify them sending out paragons
their last "superior" fleet had like 3 furies, i cannot stress enough how underdeveloped i am. u right tho
>can no longer explore because i have to defend a fricking invasion every 2 months >i know i'm at fault here but frick my life this is obnoxious
Then why not increase the time between invasions in the nex settings? I have it way higher than default too because at default you just have to fly back to your colonies to help them way too often.
yeah i kinda wanted to leave the settings to be aggro since i have a few factions. i want the factions to duke it out over their own colonies, i have starting market invasions disabled for now so i'm guessing it was just a stupid consequence of being the only valid fricking target every roll.
>can no longer explore because i have to defend a fricking invasion every 2 months >i know i'm at fault here but frick my life this is obnoxious
Then why not increase the time between invasions in the nex settings? I have it way higher than default too because at default you just have to fly back to your colonies to help them way too often.
TT is a moron corporation and probably the reason for the collapse. Their own AIs keep telling them that something is seriously wrong with p-space (All the AI cores they forced into project Ziggurat deleting themselves instead of helping with the project, Alpha cores the player has in inventory trying to destroy the ziggurat while salvaging, the Remnants not having a single phase ship despite being the ultratech faction) and instead of listening and finding out what they mean TT keeps going deeper into phase ship research.
I feel like at this point it's pretty clear that the AIs are trying to prevent the reopening of the gates to keep the sector safe from something that is out there (this is the only reason why the tesseracts are guarding the hypershunts, and Baird conveniently mentions that only the hypershunts can power the gates) and the way they react to phase tech is so telling. TT is walking towards their own destruction. Embrace Ludd.
Its actually more clear that you're moronic since Cotton is literally an Omega worshipping heretic
8 months ago
Anonymous
Omega and the AIs is literally right though, it's TT who's moronic. There are mutliple events in the game that show the player that the AIs are actively working against phase tech.
8 months ago
Anonymous
The canonical player capital is literally the Ziggurat you Black person
8 months ago
Anonymous
How would that change anything?
The AIs clearly fricking hate the Ziggurat, to the point where they prefer suicide over helping TT with the project.
Omega is clearly trying to keep the gates closed. Probably to keep the persean sector safe from something.
The player and brother cotton can hear the strange music near the gates and the ziggurat. Clearly something mysterious is out there making these noises. Maybe this something is exactly what the AIs are scared of?
8 months ago
Anonymous
They don't hate the ziggurat otherwise they'd have intentionally made it imperfect
What they don't like is they made it TOO PERFECT
Because now that they finished it they can't think of anything that could ever be better than it
They know its all downhill from there
Nothing could ever be better than that thing
That realization made them spiral into such a deep depression that they opted to just kill themselves rather than continue living knowing that the best is already past them
8 months ago
Anonymous
Pretty sure the AIs assigned to Alpha Site deleted themselves long before the Ziggurat was finished, iirc Gargoyle was telling the player stuff from old TT logs in that discussion.
8 months ago
Anonymous
Have you ever considered that the AIs hate phase stuff because it gives humans an advantage over the AIs?
8 months ago
Anonymous
I very much doubt it because the AIs should be capable of that tech too, they're more advanced than the humans, even ignoring everything about Omega. I think they're not using phase tech and try to sabotage it for different reasons.
Also correct me if I'm wrong, but Remnant raids are a Nex thing, right? Iirc in vanilla the Remnants never attack the core worlds, so they're not as hostile to the humans. Obviously you get attacked if you enter their systems, but they don't come to the humans.
The Ziggurat is also a possible key to unlocking the gates. The janus device only gets finished because Coureuse, Zal and Baird get insight from the Ziggurat. The music can be heard both near the gates and near the Ziggurat. Obviously the AIs want to shut that down, because Omega does not want the gates reopened.
8 months ago
Anonymous
>reopen the gates >it's the circus
8 months ago
Anonymous
I will NEVER use ph*se shit or pay attention to David's ""writing""
8 months ago
Anonymous
t. Got fricked by the Zig HARD and never recovered
If they were as blindly gung-ho as you seem to think they are then they wouldn't have left the Ziggurat out in the middle of nowhere hoping that no one would ever find it. Even they have their limits.
How long was the Alpha Site abandoned anyway? We're following the trail of a TT employee to get there and speak with a business owner who rented a Venture cruiser to that TT employee and is mad that the TT employee hasn't returned with the ship.
That sounds like the incident that killed the Alpha Site happened just a few weeks before we arrive there, but I don't think the exact timeframe is ever stated.
When we send shuttles down to the alpha site it says most equipment there is ruined by the heavy radiation because the facilities radiation shield failed (maybe disabled by the Zig's EMP motes?), but how long does heavy radiation take to make data storage`devices completely unusable? Is weeks a realistic timeframe?
>but how long does heavy radiation take to make data storage`devices completely unusable? Is weeks a realistic timeframe?
Definitely. That's more than enough time.
It's less remarkable that the world killed electronics and more remarkable that a leather journal was heavily decayed. I could throw a hard drive into a microwave and frick some shit up in about 15 seconds tops. But if something decays leather that quickly - relatively speaking - the fact that people lived there long enough to build a high tech spaceship is interesting, even if they had precautions.
>start new run, modded >stumble onto a really nice little cluster right out the gate >colonize a deciv arid world with -1/+3/+2/+0 food/rare/ore/organics >forgot i took a heg commission to cheese certain things >built space station and military buildings to improving stability and reduce hostile actions bs >continued playing game as normal >found a paragon and salvaged that trash because modded game >soloed fleets with my raw skill and op mod ship
Where is that image with the Intelligence/P-space correlation with the luddics at low intelligence and low p-space, Artemisia Sun at mid intelligence and high p-space and Omega at high intelligence and low p-space again?
What is torture to a machine? The AIs who autoterminate, what did they see, or experience, or conclude?
I don't think the Ziggurat was "made" so much as it was, perhaps, "condensed" or simply "realized". If it's antithetical to the AI, then why did they assist in its creation? If the realized Ziggurat drives them to termination, then logically all AI capable of comprehending it during construction should have interfered with its construction. But it exists, and functions, no less. Alpha AI are far beyond the capacity of even the smartest humans. Perhaps a network of inferior AI assisted human calculations, but any alpha cores involved would have meddled.
But none of the meddling worked, the Ziggurat was finished, and Alpha Site not only became a waste but is subject to strange entropic forces that are unique and inexplicable (and funnily enough despite being a rogue planet it is neither dark nor extreme cold, I think). But, much like remnant forces, the Ziggurat has not deigned to leave the system. Is it keeping watch, or is it incapable of leaving without human direction?
...none of it makes any sense. The Ziggurat is a deal with the devil and we'll pay our end of the bargain soon enough. It is definitely, assuredly, not an ally to the AI or Omega, and likely is not (majorly) AI-derived.
>If it's antithetical to the AI, then why did they assist in its creation?
Did they? Gargoyle mentions to the player that AI cores refused to help with the project to the point of deleting themselves.
What happened to the Ziggurat after completion is another very weird thing. The ship is not automated when we fight it, there's a unique officer portrait of a phase-ghost or something like that and the salvage event even makes it a point to state that the ship REQUIRES crew to operate, yet no crew is ever found. Either the crew was human, went insane and vanished into p-space or something from p-space took control of it.
This is the Ziggurat officer portrait from the game directory. Clearly it's not an AI core. Either p-space can change humans and turn them into something else or p-space is inhabited and the inhabitants feel intruded upon. I assume its the former and the human crew was changed by p-space and vanished after the battle was over.
Wait a sec, I've seen this same portrait in a bounty board. it's that one ship that's the size of a frigate, but takes a full flee to kill because it's stupid broken.
>or something from p-space took control of it.
It's this. The event explicitly states that there is absolutely zero sign of the ship ever having had a human crew of any kind in any capacity.
The former would require human interaction with p-space to be able to change them so drastically that it completely removes even their most basic needs.
>The event explicitly states that there is absolutely zero sign of the ship ever having had a human crew of any kind in any capacity.
That's interesting, so p-space might actually have inhabitants then. That could also be an explanation for the music the player character and brother cotton can hear.
>here is my ship designed around a superweapon larger than most destroyers >an absolutely massive spinal gun, balanced by the rest of the ship being dog water, expensive, a supply hog, maneuverable as a brick, flimsy for its size, etc
>the gun is wildly underwhelming and struggles to down frigate shields
why do mod makers keep doing this? every frickin time
Even if it is effective, I don't like big built-in weapons, as they remove a chunk of customization options.
And this game is all about outfitting your ships so what is even the point?
Is there a way to go into files and edit the Wave Motion Cannon on the Yamato to do way more damage? I want it to be a genuine broken weapon that melts entire fleets in one shot, not the nerfed ass piece of shit this game gave me.
You make a lot of money, that's it and the pathers get mad, so you get a lot of hostile activity points per month. There aren't any real consequences for overusing AI in the current version of the game.
Maybe Alex will add something eventually.
Make it something funny like making the whole system and the colonies in it turn into a remenant one. Maybe if you've been a piece of shit or something.
So the more factions I add to your game the more markets producing stuff and sending trade fleets are in the game and eventually commodity shortages become rare because there are enough producers and trade fleets?
Is there anything I can do about this besides having less faction mods?
Is there a pirate faction that destroys a lot of trade fleets and doesn't get bullied so much by the other factions that they can't get anything done?
HMI adds the Eva luddic fraction or something, but they're not that tough. If you really want pirates and pathers to be more threatening, you can give the pirates a nanoforge, and if you have Nex, you should be able to give pathers a world with heavy industry and maybe a forge, too. Using a saboteur agent to lower relations between factions is also worthwhile, making Sindria hostile to others tend to do a lot of good work as far as creating supply deficits.
Yes, pretty much all large missile weapons in the base ame can't even fire one third of their base ammo in 35 seconds. A hurricane MIRV would be able to fire continuously too, and a Squall would never run out too.
If I remember right, there was an opt out Data tracker they used for study on mod feature use, it was removed when he was told by pretty much everyone that was a bad idea but no one here is likely to ever trust that mod to not have something hidden inside.
Wait really? Never knew. Damn I really like this mod. Lets me build stations if I don't like a planet, or change up some and make some relays to domain-type. Do I gotta get rid of it next run or there's an alt?
8 months ago
Anonymous
you get rid of it now and replace it with DIY Planets.
Hoses your current game, but if you're going to justify using a spyware infested mod for a week, or a month, then why bother getting rid of it at all?
8 months ago
Anonymous
From looking at its forum page. Lots of extra stuff I gotta make do with, but it suffices. Don't mind wiping. I'm only gonna miss the station-building. Surprised Alex haven't made that a base game thing since all the other factions have standalone stations/colonies.
If I remember right, there was an opt out Data tracker they used for study on mod feature use, it was removed when he was told by pretty much everyone that was a bad idea but no one here is likely to ever trust that mod to not have something hidden inside.
If I remember right, there was an opt out Data tracker they used for study on mod feature use, it was removed when he was told by pretty much everyone that was a bad idea but no one here is likely to ever trust that mod to not have something hidden inside.
luckily being eastern european boggled is likely to get robbed by romanians and stabbed by albanians the moment he enters here
i can use the mod without worry
[...]
Wait really? Never knew. Damn I really like this mod. Lets me build stations if I don't like a planet, or change up some and make some relays to domain-type. Do I gotta get rid of it next run or there's an alt?
>Wait Really?
No, Not really. What Boggled did was have an analytics program and ping to let him know what mods you had.
HOWEVER it was literally posted in the mod description and he let you know about it upfront. By default it was on but if you turned it off before you ever booted it up in the setting it did nothing. He was upfront about it for the last 2 years. Some illiterate moron got mad about it and ran to Alex. Alex told him to make it off by default. Boggled took it out instead.
People are mad because they want to be. Your frickin smart phone doesn't give you the option to turn all the spyware off before you power it up and neither does Windows.
I'm only pissed off because everyone kept talking it up like Boggled had done some amazing hackerwork or some shit and it was this childish shit. Not putting malware in the java file and obuscating it, Not makeing your computer a fricking node, Nothing cool. I turned that shit off everytime I updated it same as when I had to reconfigure the damn thing everytime. Funniest part is if the homosexuals that are pissed about this probably aren't aware of asiaticmoots shit.
it's funny when people here b***h about modder drama as if they aren't constantly seeking it out and occasionally just manufacturing it themselves. nexerelin does basically the exact same thing.
>HOWEVER it was literally posted in the mod description and he let you know about it upfront
frick you boggled a dude literally dug into the code and found it on accident you lying quadruple Black person
>finally get one of these >about to put it onto my cruiser >2 large missile slots >fast missile racks >ready to tear some shit up >can't put it on >ship has expanded missile racks built in >still blocks the nanoforge
I hate this.
THE CORE WORLDS FEAR SELF SUFFICIENCY
That's why they send expeditions to your isolated constellation colonies and try to cause war with you. The player is the least warmonger of all factions and is the "frick around and find out" one.
Is invading Chico/Kaz for their nanoforges a meme or something? Or is it just a part of the powergamer's checklist? I rarely ever do it unless I'm really hurting for one and I'm down bad
>when will alex fricking launch the game on steam, please just do it alex
Word of mouth and word of sseth already give him enough sales and he gets a better percentage from his current platform than he would get from steam. He has no incentive to move to steam until the non-steam sales dry up completely.
I love these kinds of ships because they're clearly glued together by pirates and scavengers in some backwater shithole of a planet/station out of spaceship junk parts.
Starsectore needs more of these.
It fricking used to be vanilla, some skill gave you a leading pip before the skill rework happened and it looked exactly the same. No idea what alex was thinking when he removed it.
My personal list:
CaptainsLog, Flux Reticle, DetailedCombatResults, Leading Pip, Logistics Notifications, SpeedUp, WhichMod, AutomatedCommands, FleetSizeByDP, Neutrino-Detector-MkII, Objects Analysis, Order from the Boss, Officer Extension, StelNet, SpaceTruckin;
6-second slow time effect and a powerful built-in laser up front. It can take a ridiculous amount of punishment and that's before you even get into the absolutely stacked BB+ quest reward hullmods. You can't mindlessly win fights but it does feel like easy mode against anything other than capital spam fleets.
I started the run with the prototype version, picrel, and had a dialogue option with Gemie about doing testing with it. Eventually I could talk to her about it and she gave me the final version. I'm not sure if it's a time thing, your relation level with her, or the amount of sigma matter you give to her.
>or the amount of sigma matter you give to her.
I'll have to check that then i guess. I got 100 relations on all SC figures, And the only big deal ships I got from Genie was the Bladestalker and the little one thats pic related
I started the run with the prototype version, picrel, and had a dialogue option with Gemie about doing testing with it. Eventually I could talk to her about it and she gave me the final version. I'm not sure if it's a time thing, your relation level with her, or the amount of sigma matter you give to her.
Ah I probably should have stated, my playthrough was a few months back so I was using an older version of SC. Thanks for sharing and letting me know there's new content
I started the run with the prototype version, picrel, and had a dialogue option with Gemie about doing testing with it. Eventually I could talk to her about it and she gave me the final version. I'm not sure if it's a time thing, your relation level with her, or the amount of sigma matter you give to her.
>has an activatable subsystem by pressing C button
I'm amazed how overengineered these things are as if it was made by a chink.
What's a good loadout for a XIV Legion + XIV Onslaught duo? I've finally acquired a set and I can't seem to get it right, I lose against a lot of fleets that I should probably be stomping.
the XIV Legion is probably the strongest ship in the game, you use a mix of heavy machine guns/light assault guns/cyclone reapers with integrated point defense AI and one of the targetting units to give them more range and heavy armor. You are probably going to use fighters instead of bombers to save OP so use whatever, wasps or spark drones will keep your casualties down. this setup fluxes out absolutely any capital one on one by just burning into range and reapering it and smaller ships can't do anything to it. The cpu also uses it quite well.
If you are flying the onslaught I recall you use haephestus assault guns and hyper velocity drivers as having 5 of the drivers, along side the obvious heavy armor and range boosting hull mods. You can put whatever you want on it really, you just have to link your weapons properly for what you want on it.
That shit works off how the game does Auto-Resolve to the best of my knowledge. I always select what I like. If you are fighting with them though THAT is a different story. It will matter alot then i.e. Having Plasma Cannon as your only known Large Energy and fighting alongside High Tech Stations. Some ships have auto resolve bonuses cooked in, especially in mods. Ship quality matters and Officer Quality matters alot. Don't overthink it. I like to prefer the shit I like so if it dies and I salvage it I might get a nice thing.
>install LOST_SECTOR cuz it looks like a good mod with a shitton quest content >seem to be getting a couple unique quests one year into the run >mfw my game crashes third time this day because lost sector ship systems crash the game
homie do you not test your mod? what the frick this is the first one to ever do shit like this. >creator says “uhm sorry your saves are bricked until next patch
what the frick?
>ai colonizes a 75% HR terran world with low gravity, mild climate, and perfect ore/organics, with no volatiles or rare ore, and vast ruins, a week after i start my shitty little good enough colony after 3 hours of surveying
this is FINE everything is OKAY this is NOT A CRISIS but i sure wish i could EXPLORE THOSE RUINS
BB+ and Sephira require DME, and DME got taken off the forum because it's creator was such a tremendous homosexual that even the forums got tired of him.
How much fun, or lack thereof, will I have if I attempt a Legio run? Are their ships still nerfed in the hands of the player? The chuuni edgelord within me really likes the aesthetic.
I'm too much of a hoarder and like to collect things. It's unique, thus it must be fitted and stored in Corvus for all time because the risk of losing it greatly outstrips the benefits of using it.
8 months ago
Anonymous
Why would you lose it if it can never lose?
if it never loses it will never die
seems more like you just have skill issue
only homos have skill issue
you homosexual
I would really prefer to pretend David's miserable excuse for a story doesn't exist at all.
8 months ago
Anonymous
Frick you the story is as good of a start as you can get and should go further by including the gates and player-led colony into a future maelstrom.
It's much better than moron alternative of "extending procedural mission" that only led to generic broken shit.
are you trying to say you boot up the game get a couple of beams and go pick up the ziggurat then stop playing because you can now solo everything?
sounds like severe mental illness to me
Just do a pirate run instead and use some Legio ships, while doing a bit of work for them on the side. Going all-in with a Legio commisison and actively helping them will just make the sector a barren wasteland within a few cycles.
I HATE LEGIO INFERNALIS I HATE LEGIO INFERNALIS I HATE LEGIO INFERNALIS
At least they don't insta-win invasions and bombardments any more.
How do you anons deal with the pain of finding perfect systems after you've established a few colonies? I just found a system with 2 very good habitables, an extreme heat barren, and a +2 volatiles gas giant + a few extra worlds. I'm already well-established in 3 other systems that are slightly less optimal altogether. I'm torn between ignoring the new system, or doing something with it, but I don't know what I would or should do. I'd hate to just abandon my existing colonies but I know colonies suffer huge diminishing returns after more than a few.
Yeah, I usually do that, this is the first time I've jumped on early colonies. I don't regret it, exactly, it's been a good source of income and fights, but I really do get some hard buyer's remorse imagining how much better this one system would be than my current 3 systems. I mean, this run alone, I've found 3 fricking candidates for perfect mantle bore usage, more than I've seen in at least a dozen sectors.
Started a pirate run for the first time after only playing free start into own factions since forever, its really fun. although kinda stupid that I get a massive fricking commission every month from pirates, why would they give me so much money for literally nothing they are frickin pirates not an organized military, can I change the commission amount in a settings file anywhere?
Also, thoughts on the Quality Captain mod? better than the vanilla skill tree?
>can I change the commission amount in a settings file anywhere?
Yes, it's in data/config I believe and the file is literally called settings. Open with notepad and search for commission, there's a base value, a value you get per level and the bounty you get per frigate killed.
You can modify the quality captains mod to be as op or as painful as you like.
Just be warned, npcs also get the said modified skills so dont go too ham.
I would say its better than vanilla.
So rapesector has an issue that makes it so bounties dont drop blueprints or any specific rewards.
Any way to fix this? Apparently it has to with magiclib skipping a drop step.
How many people do you think actually care about this game's story? Is it just a waste of time and money for Alex? Personally, I'd rather play through goofy stuff like PAGSM than continue with the utterly trite >what if... you were the AI all along?
nonsense that Alex seems to be doing with his story. It'd help if there was a single likeable character aside from Alviss.
This game has always been Warband in space, we don't need some chosen one story. They did that with Bannerlord and nobody gives a shit.
>They did that with Bannerlord and nobody gives a shit.
you collect 2 fricking flags from bandit camps and then kill a caravan my dude its sub 2 hours of gameplay
>hate Tri-tachyon with every fiber of my body >they're invading the Bultach Coalition's system >purposely ruin their invasion by picking off their fleets >when I'm not even friendly with Bultach
Does it bother anyone else this game is just a more complicated version of Asteroids? I was sitting around thinking about how the actual core gameplay was just shooting ships in a 2d plane. I tried to liken it to any other games I'd played. It wasn't a proper space game due to 2d instead of 3d. It wasn't a naval game due to the handeling of the ships and it hit me. I'd just been playing Asteroids with more steps.
>casually open the google doc by Kaysaar that explains colony events >skip to Event: Tectonic Disaster to see if bro didn’t make it horribly shit > From now on if Mantle Bore is kept used, every month there is 20% chance of Tectonic Disaster to occur >frick, oh well, shouldn’t be too ba- > 5% Chance for -1 market size. WARNING! If market is size 3 when this occurs it destroys colony!, >what the fu- > 60% Chance for mining getting disabled for 365 days. >oh, i guess that one is kinda fi- > 35% Chance for total destruction of mines and removing mining industries from market, including destruction of special items and AI cores. >WHAT THE FRICK?
is he actually moronic? i’m never using the mantlebore, then. frick that shit. no good upsides whatsoever. sure i want more ore but i think i’ll just storypoint the industry and tell you to frick off
Recently updated to 0.96. I keep getting the low VRAM warning but nothing actually changes and I don't notice any drop in performance. I'm using even fewer mods than I did back in 0.95, where I never got the low VRAM warning, so I've no idea what the problem could be.
>wandering around, low on supply >happen upon a luddic base >drop in, check the bar, find the paper book historian >select nothing of import >she tells me about the trial of Ludd and how she'd be murdered by a zealot if she ever found a recording
>randomly exploring >find a planet with ruins >mfw it's protected by a remnant flotilla
killed it and got literally some kind of quest interaction where i take some data core, anyone knows what this is about? bet it's AOTD or LOST_SECTOR >continue exploring >find a ruinless planet called Veil Of Knowledge >sus.png >approach >mfw it's protected by THREE doritos and a half-chunk of a normal one
this better be good when i come back here 20 cycles later with 3 onslaughts
does anyone know the name of the mod that let you install domain artifacts into ships?
i'm pretty sure i remember there being a literal slot in the refit screen, like a fighter bay one but in a different location
starfarer bros, i need your help
Religion of luddism is spread beyond luddic faction, Hegemony for example is very accepting of it as it helps to control the population. You can't eradicate ideas, so as long as there are humans in your colony, there will be millions of pathers bases all over the sector.
You can kill their faction but they'll still spawn random stations and harass you forever
You'll need to give them a PK if you want them to not bother your colonies forever
Starsisters, I’m getting filtered by the tutorial boss. I started as a bounty hunter and can’t get past that stupid fricking pirate ship, flying is so hard for me for some reason. I’ve started a new character and skipped the tutorial on it, gonna play it tomorrow and give my thoughts.
Ok, This game is 10x easier when starting with the Explorer set of ships/ gear. Also very fun, I just don’t like how missions will just go away, also idk if I’m gonna be able to survive my next delivery because I’m eating 30 supplies a day carrying all of them.
I love these lil homies like you wouldn't believe
What mod
New Galactic Order. (NGO)
Does Vayra still make the game crash if you have that installed?
Don't know about Vayra but HTE will crash it, and both Apex and DME will faill to load if you start a game with NGO, but won't actually crash your game.
By the way, this is 0.95 I'm talking about. Haven't bothered updating to 0.96 and I don't even know if there's an updated NGO for it yet.
There is
HTE already has a fix for it
Mounts?
Are there known glitches with low-tech orbital stations? Trying to destroy one and none of my ships want to do anything. They just sit there at the spawn area, even when I directly give them eliminate/rally point/engage orders. The only thing they do is charge at and destroy every wave of fighters from the station, and then go right back to sitting there.
Never had that happen before. Might be a specific mod you have installed. Care to list em?
Just vanilla. Problem went away after coming back a cycle or so later
so we refuse to die
Which mod factions even have questlines that exist and are real?
gas station manager has one but its mostly focused on increasing your reputation with the science b***h
nexerelin has remnant questline which i would count as a faction since you can become friendly with them
>decide to improve remnants and pirates before this run's Great Survey
>forget i have a heg commission
>instantly frick up risk dynamic and the heg goes on a conquering spree
god dammit not again
I hate faction mods or ship pack with reskins.
>misses all reapers doing initial D moves
I think you don't need that many Burst PD lasers, especially if you run double Xyphos. I would take all of them off and rely on the Xyphos, or maybe leave 1 or 2, and then use those points to get Hardened Shields or Aux Thrusters (more maneuverability is really good on Odyssey).
Here's a shitty generic anime portrait even with more bloat, thanks to Bing btw.
https://gofile.io/d/r0R7qT
I have a confession, I cannot for the life of me pilot broadside shooting ships.
Turn, hold W, maintain distance by circling. Adjust range through Q/E (Strafing)
Kinda hard to pilot, manually shoot and direct the shields at the same time.
Lead your shots moron, also minmax gun range.
ok, what the frick is this shit anons?
Looks like a cruiser with one large mount and decent arcs on its small mounts?
>Lillaru (XIV)
Dangerously based
Isn't Lillaru a UAF ship?
Yes.
and?
>XIV Battlegroup
How
war trophy
it's generic uninspired mid-sized ship #2135, what is confusing you?
>it's generic uninspired mid-sized ship
VERY
>start a derelict empire free for all with aggressive nex options
>the heg invades 4 markets simultaneously and wins a level 7 habitable military world among them
>invades another 6 worlds or so
>wins in under 6 months
am i having fun yet
How do I make picture in picture youtube videos work with starsector?
How do I change the color of a ship's exhaust trail on the map? There's an NGO ship without the edgy red, the only one, and it's annoying me.
>NGO mod folder
>file called trails.notepad
>look for specific ship
>change RGB value
>...
>profit!
They might've changed it. I don't know.
open the ship file
change all engine styles to COBRA_FIGHTER
???
profit
Free start for my new file or own faction? Feeling a nex run. Alternatively I can load a nice seed with a Terran planet in a good place and just console command that into my faction start.
free start, random core worlds, 2 worlds per faction, no stations, must have first colony before end of cycle 206, default (or more aggressive) nex settings
thunderdome
>own faction
the game stops being fun when you got a colony and need to babysit it
I want a place to stash my loot and makes me money.
"Storage" console command is an easy solution for hoarding.
Or literally any of the 3 free use abandoned stations
>make colonies reasonably able to take care of themselves and not need babysitting
>colonies become super OP if you focus on them
>make colonies require frequent care and attention from the player
>colonies become an annoying hassle to deal with it you aren't focusing on them
How can this be fixed?
by being a space explorer in a giant map with gorillion content mods focused on exploration
>make colonies worthwhile to focus on, giving you unique bonuses like access to ships and missions and other stuff
>have them able to defend themselves
>once in a while, throw a humongous, unkillable death fleet at them, forcing you to come back and deal with the issue personally, or invest in an expensive protective solution
Don't have it happen too often, just enough so that you can't breeze through the game.
Colonies aren't too bad if you're picky and follow the rules. 2 million startup. Food and organics on a habitable world first with a second barren world and ideally a domain comms relay. Farming, patrol HQ (hostile activity management, priority 1), orbital station, waystation, megaport, ground defenses, mining, military base/high command, light industry, don't free port before +13 stability.
Second world at main world size 4, orbital works, refining, fuel, maybe mining, maybe a boosted high command, maybe light industry (free port drug market market capture).
If you're really concerned about having to defend your shit, don't exceed 6 pather interest on any world - so don't have your mining world be a refining world, too, and you can still refining+nanoforge a single world, and you can get away with a space elevator or biofactory embryo on your capital or something.
Everything else like hypershunts and cryosleepers and unicorn worlds are icing and can be considered once your main worlds are complete.
Congratulations on your 500k per month with minimal attention required. Just because you can anally micromanage an empire doesn't mean you have to.
>unkillable
What
Are you a shitter?
I can literally solo them with my flagship on auto pilot and I only fly vanilla ships as my flagship
>your brain on zig
Never pick the "own faction" start. It completely trivializes early game. You get a perfect planet with free everything, and it guarantees you 50k income a month. It's like a glorified cheat code.
anyone got the latest version of rapesector?
Its on the rapesector git
just google it
The fact you don't know means you're either a reddit homosexual or a USCdrone
b***h I haven't actively played starsector in a few months
bookmark the fricking github then moron bro
That's literally a (You) problem
moron homosexual
are there any up to date infographics for skill/ships/weapons?
Should the game have faction specific endings?
Factions are not established enough to feel different.
And what do you mean by 'ending'? It's a sandbox game.
The main quest gotta end at some point right?
I don't get much of an ending vibe from the story at all. There's too much that could happen.
>gates could come back online, domain of man is re-established - could be good or bad, politics is shattered either way - how powerful may other shattered vestiges of the Domain become?
>omega turns out to be nothing like we expect, or some confused mixture of multiple things
>the entire plot implications of the ziggurat, transverse jumping, and the ai trying to scuttle it under unknown motives
>the planetkiller
>how deeply is TT intertwined with AI
I could see the Galatia line leading into a dorito capital fight or scenario, but who knows where that thread will lead since Alex is working on some Persean abyss shit and that could go in any direction. I sincerely doubt the gates will ever truly come back online, but I could see a Persean-local activation system coming online so npcs could use gates you've activated. Maybe linked to hypershunt taps, and their use will be reworked to be less complete shit.
There's still no real downside to using extensive AI in colonies - I firmly believe there should be tangible risk to using AI besides the Heg finding out, Pather interest, and the blackmail thing. Maybe if you have 3-5 alpha cores in one system they start working together to usurp you or something, idk, but there should still be some risk inherent to their use, otherwise why did two separate AI wars utterly decimate the entire human population?
Andrada's on death's door. What will happen to Askonia when he passes?
Will there ever be consequences to colonies populated primarily by cryosleepers? Migration data is apparently already tracked, for whatever reason.
Frankly, I'd like a Hero Path. I like the idea of restoring peace to the Sector, as much as I enjoy bringing it chaos usually. But I think any story will continue to meander along inconclusively.
>Frankly, I'd like a Hero Path
Then go play Starfield or whatever
I WILL SEE THIS SECTOR BURN TO ASHES AROUND ME and there's not a single thing you can do to stop me
>otherwise why did two separate AI wars utterly decimate the entire human population?
The AI wars were fought over AI, not against AI.
The dilemma is fairly obvious at this point — you can embrace the AI use in hopes of jump starting a new golden age for humanity, but this will piss off the Heggies and Luddites to the point they'll declare total war on you, no ifs, buts or 100 Speech diplomatic solutions.
>hero path
I just want to saturation bomb the luddic planets
That's all I want
>make a couple of decent colonies
>have a kill fleet that can delete anything short of Doritos with ease
>go to Kazeron
>make a special raiding operation to liberate a nanoforge
>suddenly a frickhueg ultrafleet spawns right on top of me
>after having to batter through a starfort and local fleets, my fleet is not up to shape
>so I decide to spend one of the many story points to slither out of there
>Nope.
>WTF?
>some anime b***h is trying to be smug with me
Frick Rapesector. I'm uninstalling this piece of shit mod.
haha you got raepd
>Kazeron
Sounds more like you got IronShell'd on Chicomoztoc
That aint because of rapesector
its because you're a fricking LOSER
i hate it when random made up shit starts happening when i install a mod that had nothing to do with it
Misinformation poster
>invade Chico and yoink the Nanoforge while I'm at it
>Aranitia gigafleet spawns a stone's throw away
>had the foresight to call some Grand Invasion Fleets before hand
>one big fleet intercepts it, gives me time to back away and repair
>lure Aranitia into my second backup fleet, grind them down and win
>capture smug b***h Ava
Easy as that.
what mods should I add to my loadout if I wanna do a Derelict Empire run
Tahlan Shipworks with programmer socks on
Blue or Pink?
>crash while balls deep surveying
>lose 2 levels of colony growth, several decent items, etc
Fellas, is it cheating to know where exactly to find the good stuff? How does it rate on a scale? Academically speaking, of course.
As long as you don't do this on purpose, it is fine.
Frick Ava. Impregnate Ava.
all ship descriptions in this game is like
>shitty old bla bla ship now serving as a combat vessel because this universe sucks
We get it, but can it tell us which ships are actually good and which are not
Maybe look at ships which you didn't steal from a group of gas station crackheads
>which ships are actually good
In a perfect world they all are. Even shitty pirate conversions offer decent firepower for a fraction of a proper ship's cost.
>which ships are actually good and which are not
Part of the fun is learning how to determine that yourself by looking at the ship's details which the game DOES tell you. The description is fluff albeit entertaining fluff.
New UAF fuel tankers.
>rainbow colors
gay
Its meant to reference one of those jet refuelling hoses
>rainbow colors on a phallic object
super gay
I don't think you'd survive
but enough about the insertive habits of the USAF
>USAF
>UAF
>rainbow dongs on vehicle
>insertive habits
It all makes perfect sense
>making some random gantries orange but not the tanks
heresy
kill all of these anime Black folk now, satbomb all their planets, REMOVE them from my sector
i have not a single nice thing to say so i shall be quiet very loudly
no point in updating this mod anyway
All story/quest content development has been put on pause indefinitely. So yeah, pretty much no point updating it.
Those are tankers?
But none of them are red!
It's amazing how the aesthetic for the ships in this mod just keeps getting worse and worse
ironically from a distance it makes the tankers look like warships meaning its a war crime under Perfidy
(not like anyone in the Sector would care)
I am going to FRICK the programming socks ship and no one can stop me.
Does UAF have any fun smaller ships? I hate piloting capitals and I've never tried that mod.
The Lyora has a built-in torpedo that has a black hole effect and is very maneuverable.
>Cathedral class Onslaught
because cy wants to have a ship for every role imaginable, why do you hink there are also 3 freighters for each size?
That's unnecessary and waste of VRAM. He could settle one logistic ship for each role.
>wow a Buffalo with 12 burn level and more 30% more cargo capacity! But wait! We also have smaller Buffalo with faster burn level and smaller cargo capacity!
Single digit-tier faction fleet designing.
>That's unnecessary and waste of VRAM.
He probably wants to make it so you can have a pure UAF-only fleet. Since they're so far from the core worlds it makes sense that they would rely on their own ships rather than buying old tankers from Agreus. But I agree that he could have one medium freighter and one medium tanker and be fine. Have one of the frigates be a combat freighter or tanker if he really wants a smaller logistics ship.
Is the UAF a moronicly op faction? Did I make a mistake installing it? It's been shilled so hard...
It has some very effective fighters and ships that have a slow health regen along with things like reflective armor and skills that buff fighter wings.
Their downside is that they're very squishy. Get in their face, close the distance and they'll fall apart really fast.
Pretty OP as a faction. Their ships are merely strong on paper, and there's so many different ships that it can be tough for the AI to run a fleet that works. This ends up being a nonissue because their fighters are actually frigates in disguise, most/all of their missiles reload, and UAF guns are mostly gatling peashooters with gnarly tracking that L bozo any shield it sees, coupled with free regenerating hull on most warships. And most ships have ground support package. And most carriers can hold a line. And most brawlers have some flight decks. And they have a frigate with like 40 OP and a flight deck for like 6 dp or some shit? And you can get the really OP ships if you go through the (romance?) arc or whatever weeb shit's going on in there if you really want the "autopilot no combat skills solo X Ordo farm" supercapital experience.
Alright, I guess I'll saturate bomb them to death as penace for installing OP garbage.
>i read the thread and never play the game post
probably to allow filling multiple spots on the price, signature, burn level, and logistics footprint vs capacity and per-slot efficiency spectrum
Only 3?
There's 4 ship sizes in the game
does janny still care about GR15?
A what now?
why does my game always lag after conquering Auroria
did solvernia put a curse of me because i had RS enabled?
Broadside ships and Carrier spam is the best way to play.
I'm sorry, but what makes broadsides superior? You are flying and shooting like any other ship in the sector.
It's fun to drift and outmaneuver omni-ships
>what makes broadsides superior?
PEWPEWPEWPEPEWPEWPEWWWWWWWW SKIDOOOOOOOSH BANG BANG BANG BANG BOOOOOOOOOOOOM BOOM BOOM BOOM BOOM BOOM KAPOOOOOW!!!!!!!
It's funny how modded ships with actual battleship layouts and turret arcs completely mog everything vanilla. Too many vanilla ships are just forward-facing bricks.
It what make the onslaught decent in some ways, until a small ship rapes your rear.
What if there were a spinoff about regular naval combat that just used Starsector as its base to work off of? Could that work? How much of it would just be reskinning?
That would be going back to the real roots of the game. Sid Meiers Pirates!
is there a cheat etc to enable activation of gates? I don't want to go through main quest
Yes it's called Nexerelin
that is a bit too much for what I need
thanks anon
There also is a simple 'Skip Story' mod, if you don't want to deal with the nex.
huh, I didn't know the survey data can be sold by npcs. will it tell me where that planet is if I buy it?
nope its basically "heres some random 1's and 0's, Good luck :)"
That isn't supposed to happen
maybe a mod then, I have plenty. I am pretty sure it is not me sold it, i didn't really survey anything recently
>Update
No, I'm pretty sure they don't. No clue if this is a mod or a bug.
And no, 'Survey Data' doesn't do anything on the base game. It's just an extra source of cash for the player.
Nex pirate/luddite stations do not have functoning economy and do not trade, therefore don't update their markets. I've ended up with a friendly ARS station in my system to which i sold all shit until i got commerce. It had like 40 V planetary surveys
it stays in their inventory so you sold it to them at some point and just forgot about it
pagsm has an npc you can sell them to so they dont clutter trader inventories
damn...
broke b***h
was this scythe of orion mission always this hard or is a mod trolling me. there are a shit ton of remnants fleets with lots of ships
and this is after me killing like 5-6 fleets. jesus
doesn't look any worse than a typical red remnant system
what disco shit you got going on around the fleets?
it is hostile intercept mod, those red circles appear on enemy fleets
Блин, just hack a comm array, дypaк
>game is like ten years old
>there's an entire class of ship that the AI is still completely and utterly incapable of actually using
Might as well just make phase ships player-only at this point. They're just free kills when the enemy fields them.
The AI does an excellent job at using Phase Ships to waste my time though, Anon.
These are the real time wasters
they don't really waste your time that much because you'll be able to salvage another heavily armored frigate for your deathball fleet once you're done cracking them open
i love it when the phase ships dodges all of my missiles
the only acceptable AI phase is the Wolf and Radiant's teleport until they spam it to escape interception like some cheeky frickers
The AI is excellent at using phase.
In the form of System abilities paired with a shield.
Hehe.
just had a schizo dream where a psycho girl from Diable Avionics threatened to kill me if i didnt ally with them
it was... kinda hot
Coming back, last time I played was the weeks following the last beeg update, anything fun mod-wise develop since then?
Are there any obscure/hidden mods that aren't on the forum? Just discovered First Persean Empire.
there's stinger shipyards
https://www.nexusmods.com/starsector/mods/69
>Removes Luddic Path ships
Does that cause any known mod conflicts?
No one cares about your hackjob, turkBlack person
Join Corvus Starport discord and get the hidden mods
Are there any lewd portrait mods on the scale of Boobsector or is it still king?
I just make my own. They're just 128x128 pngs and you only need like 40 or so images to replace the vanilla female portraits. Most mods don't add a ton of female portraits either. One quick trip to a booru and you're done in an hour and have images suited to your tastes.
It doesn't delete ships from the game or anything, it just prevents lp fleets from having the same generic ships as the independents and gives them lp variants instead.
What even is the point of colonies?
I know you can make a colony generate 150k credits or more per month, but what use is that money?
A full 240 DP fleet costs maybe 2 or 3 million credits, and you need to invest more than that into a colony to fully upgrade it. The fully upgraded star fortress alone costs 1,650,000, that's as much as some entire fleets. And in the end you earn passive income but have nothing left to buy with it because you probably finished your planned fleet before your colonies have grown to max and have all the industry slots filled. Not losing money to wages each month and instead getting some credits feels good, but you've spent more on these buildings than the sum of the wages would have been over the entire playthrough, unless you play for hundreds of cycles.
tl;dr - I feel like there's no endgame use for large sums of money, so colonies feel pointless to me. At least as income generators they feel pointless. I guess they can be fun for RP, but money almost stops being a thing in this game once you have the fleet you want.
You don't need to put anywhere near 3 million credits down to get a colony to start making profit. They're still suboptimal honestly, and are mainly fun for the aesthetic, but the profit/price is not awful. And if you actually do heavy investment, you can easily get more than 300k profit per month.
Yeah, but my problem is what do I do with that money? There's nothing in the game I can use that 300k/month on except more colonies.
You start spamming invasion fleets to steal all the blueprints of the game and then you start producing meme fleets to try out.
An ark to allow you to destroy the sector and rebuild it in your image.
Early game you can pop a colony down on almost anything 175% HR or lower and profit. Bonus points if you get a high potential system within the first cycle or so.
I think the progression path for colonies is actually in a pretty good place. You can grow your colonies with your progress, or save up a few million to rush a few at once, or go the Nex path and make a little empire or whatever. You're not losing anything by waiting, you're not gaining anything by starting early. It can all be done at your own pace, and they exist as a side dish to the main game.
And I think you're kind of working backwards on the credit question. It's not so much "what should I do with my riches" as "what am I free to do now that money is no object". You can build out spare fleets, you can drop hull restoration, you can condense your logistics into a few capitals, you can run frick-you fleets to bully the sector, you can resupply anywhere, you can go farm alpha cores, literally play the game however you like.
>literally play the game however you like
Nothing stops you from doing all of that without colonies. This 'side dish' is just an illusion of content, meant to waste time.
They're pretty mandatory if you want to get into advanced stuff, sure, but you can also just cheat shit in if you're really concerned about your time, anon.
What is "advanced stuff"?
You can get a fleet that can bully everything in the game for less credits than it takes to fully upgrade one colony.
Being able to build large custom fleets without putzing about the sector hoping it's in stock somewhere, or grinding out a military contact for the chance at production slots. The frick huge passive income that lets you support a frick huge fleet upkeep. When you get beyond needing to worry about cash, you don't need the maintenance or fuel skills, and when you can build ships you want on demand you don't need hull restoration, so that can free up 3-5 skill points for combat or something.
If you've already solved the game what do you find fun in it?
>grinding out a military contact for the chance at production slots
>when you can build ships you want on demand
you can do this at prism freeport
>i dont use nex
kys
>If you've already solved the game what do you find fun in it?
the journey
Ok bud whatever you say.
>meditation for ants
It's a videogame, you dense moron. The entire point is wasting time.
Where can I get the non-anime AI portrait pack? I remember some anon was assembling one a while back?
He really should stick to drawing battles. That seems to be his specialty.
>all it takes is 2 paragons to nearly take over their capital
TriTach-sama, i kneel...
looks cool
Paragon confirmed better than UAF ships
Tri-Tachyon supremacy is real
I fricking love arkleg. Their ships are super fun to use, and never feel unfair to fight against, or use against the AI. Their shit is also fairly cheap to buy so it's never too much of a loss to experiment.
I just wish there was more stuff on who the frick the blue boys actually are, and what their deal is
Is there anything left to do after fighting the tesseracts?
I have little interest in conquering the core worlds because it seems like it boils down to "bring thousands of marines to this planet". Anything left to do? Are there mods for more endgame?
Some mods add bounties, but otherwise endgame has new nothing to offer.
You can experiment with different fleet compositions, I guess.
>the giant hole in the middle of the Paragon where the AI Core was supposed to go
i want to put my dick in it
I dont think alphas are that big
I assume AI cores are only as big as a football.
You can carry dozens of cores in a hound. The hole in the Paragon is bigger than a frigate.
Also the Paragon is a domain ship and AI controlled warships were illegal under domain law, as the Remnant faction description says.
>I assume AI cores are only as big as a football.
this illustration suggests ~1 meter spherical, plus a lot of much bulkier support equipment to actually run it
Oh, I forgot about that image. That's a good indicator. About 1 meter looks right.
AI cores can be any size you want
by ludd's grace what daemonic manifestation is this
Whoever wrote this shit is 100% troon and should kill himself ASAP
Is industrial evolution modular?
The mod is huge, but it has a few things I would like in my game. Can I disable most of the content and only enable parts of it?
have you considered reading the mod description on the fricking page you troglodyte
Wtf is this, a visual novel? I don't play video games to read.
The mod description doesn't mention any form of modularity or being able to choose which features of the mod to enable.
The mod does let you disable stuff you don't like, but it's not mentioned in the description on the page.
Not him but
https://fractalsoftworks.com/forum/index.php?topic=25658.0
Industrial Evolution like other mods that might have support it use LunaLib for easy modding. The modular way would be going into the java files but this streamlines it by turning stuff off and on
I'm not joining Discord for a mod. Does anyone have the updated Iron Shell they can upload anywhere?
Seconding this.
Why are some big mods not on the mod index anyway? Modder drama?
Modders are getting tired of having to toe the line with the established modders who cry about "copying" their ideas or just dealing with their egos, DME's mod maker and Noah being key examples. On Discord there's at least several servers where they can release mods without so much restrictions. NGO, Sephira Conclave and translated versions of Goathead and Traverser can be found on Corvus, where the rules are much looser on bootleg updating other people's mods.
it also dosent help alex has rather, lukewarm reactions when it comes to enforcing rules on forum with some of the bigger mods
https://gofile.io/d/7CMe1Y
Thanks anon
I think I went a bit far with Adjusted Sector
What are those inhabited systems outside the core? Are those your colonies or a NPC faction?
I've been looking for a faction mod that has colonies some distance away from the core.
>Lethia
Small independent colony from Tahlan Shipworks
>Hazard, Kamikaze etc.
Hazard Mining Incorporated
>everything way off to the bottom left
UAF
The others are from Diable, Interstellar Imperium and Underworld
I had to scale it down, I was getting like 4 fps on that map
Thanks
Imagine all the Ruins to explore.
There have to be at least 50k vulcans in that image.
SHOW ME YOUR FAVORITE SUPPORT SHIP, YES, MODS ARE INCLUDED
I used to not love the capital support ships, but with s-modded augmented drive field giving +3 burn and s-modded insulated engines giving -90% sensor profile I love them now.
I love smuggling with an Atlas.
What if my support ships are also my combat ships
NGO freighter can speed one of your slowest ships a bit, allowing to add capitals/cruisers to your fleet without slowing everyone down.
NGO is underrated in general. Just a solid, simple faction.
I love this freighter like you wouldn't even BELIEVE.
Got a link to a working update?
I absolutely adore Shepherds. I always grab as many as I can in the early game.
Roider mod has some nice ones. I guess this fat b***h for being both a tanker and salvage gantry.
Why does it have an AM fuel wiener
Fuel tanks and phallic imagery go hand in hand.
Andrada's_Personal_Dildo.capital
Where's his head and what's his routine anyway.
what mod
SCAV-CO Ship Works
https://gofile.io/d/QlOsSb
compatible for 0.96?
no crashes on hullmod hover tooltip shenanigans?
modders try not making onslaught knockoff #481 for their oc faction mod (impossible challenge)
Everyone needs to make their own 'slaught.
For me, it's the Apogee.
>sensor bonus
>surveying cost reduction
>decent cargo
>strong in fights
>burn 8
>you can start with it
>Apogee
Truly one of the best ships in the game once you get past its awkward mounting.
I love any ship that can't even fit in the screen. It's so fricking stupid it's hilarious.
I found this same train ship while exploring.
It has a frickload of med slots, is there a way to turn it into an actual combat ship or is it just destined to remain as the only cargo/tanker that i'll ever need?
what mod
Erectile Dysfunction Shipyards
https://fractalsoftworks.com/forum/index.php?topic=24976.0
>mod adds something as innocent as a vulcan small energy equivalent
>My scarab now deals 2000 frag dps that gets tripled to 6000 frag dps while the system is active
Lmao, this feels really strong. It kills shields super fast because they don't care about hit strength and one AM blaster is enough to deal with the armor after that.
Scarabs are really one of the better frigates, nothing compares to being able to bully even remnant destroyers with a single 8dp frigate.
I probably spend over half my time on the game now just fricking around in the sim and trying to make the craziest builds possible by combining different mod stuff like that. Kinda reminds me of PoE or Diablo (not so much D4 lol) with how many different types of builds you can make work and how much time you can spend trying out different variations.
Themed fleets are fun
is there even any kind of modded stuff that’s actually hard enough to even need such a ridiculously loaded fleet
>Themed fleets are fun
Do people even make anything else? Sticking to one faction's ships is the best way of playing, having a bunch of ships with different aesthetics just feels weird.
By the time I'm able to stack a fleet to my chosen theme I'm generally out of things to sic it on.
God I hate the BB-fied vanilla ships
How do you have both Sierra and SIREN?
I 100% agree but those ships are so OP that you don't even need that many to solo most shit in the sector.
Will they add corvettes into the game?
What for? We already have fighters for ships below frigates weight class.
there’s a lot of mods that add small frigates designated as corvettes/patrol craft/armed shuttles/etc
as expected they’re basically all fodder for anything larger than them
How do the Iron Shell taxes work?
If I smuggle drugs and make lots of profit without anyone knowing it was me - will the tax collector still charge me taxes for that?
If you're not going to be an economist major in your college then I suggest you stop thinking about it
It's not worth it
Mod dennier here. I want new patch and I cannot lie...
Last one added so-so ships and so-so quests(?) so-so writing.
Speaking of which, does moving to quest side of things implies that end of development is around the corner?
We're at 0.96 and there's a good chunk of the main campaign already in the game. I assume there will only be 2 or 3 major patches left before 1.0.
These 2 or 3 major patches might take 4 years though.
>I assume there will only be 2 or 3 major patches left before 1.0.
Fair assumption. As long as it is content and not "le balancing" I'm fine.
Been quite the ride already.
Are the Omega weapons locked at save creation?
I have only found one hypershunt so far and now that I'm strong enough to fight the Doritos I see that both of them generate with Reality Disruptor, which is a good weapon, but sadly it's also the large Omega weapon I already have from the Nexerelin Remnant contact. I was hoping for a Rift Torpedo.
Reloading multiple times only gave me both Tesseracts with Reality Disruptors every time, so I assume their loadout is generated on save creation and won't change with RNG manipulation?
>their loadout is generated on save creation and won't change with RNG manipulation?
correct now install a mod instead of being autistic about your omega weapons if you want to use them
When does adjusted sector really start slowing down? I'm running a double sized map fine and I wonder how much bigger I can get it.
the extra load is basically quadratic, so you'll go from completely fine to slideshow very quickly once you hit your system's limit
For the record, this
is 2000 constellations and the map screen was a slideshow. I think that matters more than raw map size.
i dont know what you mean by slowing down but for me fps in hyperspace starts dropping to 30-40 with grand invasion fleets doing all over the core worlds with these settings
"sectorWidth":194000,
"sectorHeight":124000,
"AdjustedSectorConstellationCount":200,
"AdjustedSectorConstellationSize":2000,
"AdjustedSectorConstellationCellSize":7,
i also have 10+ faction mods and play at 1440p
I really want to like PAGSM but it's too meme-tier for my tastes. Maybe I'll just replace the music with Blackrock's like I did with UAF.
lol so randum
>play meme mods
>get memed on
>Doesn't even have Ray Tracing
its shit
Someone decided to update all bootlegs to 0.96.
https://mega.nz/fm/sb8xQR5Z
You did the link wrong
The Rift Cascade Emitter seems almost tailor-made for the Odyssey. Getting close is so easy with plasma burn and that weapon deals obscene damage when you're close to the enemy. Getting out is easy too with plasma burn, but most of the time that's not even necessary.
>The Rift Cascade Emitter seems almost tailor-made for the Odyssey
Wrong
It's tailor made for the Ziggurat and only the Ziggurat
It's made for the Tesseract if we're being honest, because that ship gets in other ship's faces too. It just works very well on Zig and Odyssey.
any interesting mods on the shitty discord? i seek more people (innocent civilians) to convert to pather luddism (sat bomb)
Say something nice about Solvernia
>heterochromia
>some other special eye thing
>fang
Wow, there is legitimately nothing nice to say about her.
She's my favorite breeding stock.
No decent art.
>mole
New portrait makes her look like a Hag
Good.
She's my wife's girlfriend
Oh man, I have the opportunity to do the absolute funniest fricking thing ever.
Where did you find these, i've been searching for ages
ruins like every other blueprint
Are Iron Shell ships and weapon mostly vanilla balanced or oc donut steel balanced?
What do you think?
I hope for vanilla balance, I fear anime balance.
I think a lot of their ships are XIV versions of vanilla hulls, so it's probably not too bad, because they're only slight modifications of existing ships?
The ships and weapons aren't excessively nonsensical. It's the hullmod you should worry about.
They actually aren't overpowered at all. To be honest, you could remove the anime portraits and it'd fit into the vanilla game just fine.
they mostly have a small increase in op and armor like the vanilla ships
And lowered speed? Vanilla XIV tries to be a sidegrade after all.
the speed decrease is so tiny that i didnt even remember it exists
I've been going through a few mods recently, trying to find something I like and I have to ask: Are most mod makers just allergic to weapons with worse efficiency than 1.0 or do I keep looking at the wrong mods?
It's like they just refuse to make flux-inefficient weapons, even if their weapon has above average hit strength, above average range, above average DPS, above average everything, the worst they'll do is give it 1.0 efficiency, making many of those weapons way too good.
Flux inefficient weapons can work if they make up for it in other stats. People use the heavy blaster on vanilla builds, people use the plasma cannon, people use tachyon lances. All of those have worse efficiency than 1.0.
Yeah, pretty much. Most mod makers are not concerned with vanilla balance. Star Federation is the only one I've played so far that has neat gimmicks that compete with, rather than outclass, vanilla design.
You're not the first one who mentions that Star Federation has good balance. Okay, fine, I didn't really want to mix FTL and Starsector, but I'll give it a try.
I also felt a bit odd about mixing them at first but the author did a pretty good job of it, I think.
m8 alex is moronic and moved the baseline flux efficiency to 0.8
That doesn't change my point. Plenty of vanilla weapons see use even when they have worse than 1.0 flux efficiency because they're strong enough to make up for it. Tachyon Lance is one of the most popular vanilla weapons.
Lots of mod weapons have the strengths of the inefficient vanilla weapons but without the inefficiency.
it entirely changes your point because a 1.0 weapon is already flux inefficient and a 1.25 weapon is awful - and there's plenty of those
Dude, Tachyon Lance is 1.33 and if you think that weapon is awful then your mind has been warped by anime mods.
or are you literally just complaining about there being too few heavy blaster variants?
plasma cannon is 1.1 flux / dam
tachlance lies, it has a lot of scripted damage
>tachlance lies, it has a lot of scripted damage
Are you sure? The only thing I can find in the weapon data is the shield-piercing EMP arcs. The listed damage feels correct too.
i'm sure that you're a moron, please look up com.fs.starfarer.api.impl.combat.TachyonLanceEffect and then shut the frick up
Faiur enough, but doesn't actually change anything when Plasma cannon, HVD and other good weapons with bad efficiency exist. Or are you one of the morons that only has 0.7 efficiency weapons in his mod and feel personally attacked?
i'm mostly just tired of idiots who don't realize that
Post these examples or die.
>plasma cannon is 1.1 flux / dam
which is worse than 1.0 and it's only 700 range. And it's still a good weapon in vanilla.
Maybe I'm just looking at the wrong mods, but so ones I've seen would never give 1.1 efficiency to a 700 range large weapon. They'd give 0.7.
it's hard to know if you're moronic or just playing shitty mods if you don't name any actual examples.
possibly you're both.
The mod that ended up triggering my autism screeching was Apocrita Association. I've been looking for vanilla balanced mods for a while and I feel like most modders just go way too hard on weapons. Apocrita Association in particular has great ships that seem balanced at first, but the faction is loaded with 1000 range hard flux energy weapons with high hit strength and fast projectile velocity and I don't think there's a single weapon with worse than 1.0 efficiency in that mod. Plasma cannon and most vanilla energy weapons literally become obsolete with that mod installed.
The storm needler has 700 range and .7 efficiency.
Yes, I know. I'm not saying there's no place for efficient weapons. The storm needler has other weaknesses (like punching through armor) so it gets a good efficiency. I'm just tired of seeing weapons in mods that are good at everything.
nobody actually uses the shit weapons in vanilla
they exist but everyone and their mother uses the same small group of weapons that are not dogshit so in reality the mod weapons compete with HVC tachyon lance and reaper launcher not the "average" vanilla weapon
what are the good weapons?
HVD
reapers
tachyon lance
am blaster
for early game assault chaingun
Doesn't that prove his point though when Hypervelocity Driver is good while being one of those weapons that pay for its strengths with bad flux efficiency?
the only mod that has good balance in line with vanilla (while still widening the choices available to you) is osiris alliance, but generally i would say that literally every single mod except for UAF is acceptably balanced and their weapons dont shit on vanilla guns too hard. only UAF (aka THE meme mod) is utterly moronic in their superweapons that nuke ships in one shot, have capital firepower in one slot, make every other weapon including omega weapons obsolete, on ships with a billion op, pre-nerf phase ship tier mobility, and paragon flux stats.
seriously, theres nothing that could ever compete with anime mods in terms of being unbalanced
UAF only exists in my runs to be exterminated.
same, i gotta have a powerful enemy (but not legio bullshit powerful)
High tech, based and DPS pilled. Even alex made another kinetic version of heavy blaster and made giga cannon only do 2k damage for good efficiency out of all things. I was expecting 4k dmg or longer with more damage.
gigacannon is lame and awful, needs a major overhaul
it's telling how absolutely awful the executor_Elite fit is compared to executor_Standard
The only time I see the gigacannon working is on the ziggurat
>most mod makers
>best example is some literal who mod no one's even tried
Maybe it is the mods then. I'll keep looking.
Some of the more popular mods like UAF have incredibly strong shit like supercapitals that solo entire fleets though, so it's not like I can go by popularity.
hey guy who's shitting on mod criticism, what's your mod list? you know a lot about them, so i'd like to taste your experience
how about you taste by balls instead homosexual, you've been nothing but tedious
put up or admit you're a schizo Black person autist with odd
>you're a schizo Black person
Who aren't?
i'd continue to insult you but i'm really just interested in your modlist, i just got here anyway
Are there any mods that just kind of pump up the numbers of strike aircraft? I don't want to change the effectiveness of a wing as a whole. I want to triple the number of craft in a wing, but each craft has a third of it's normal health and deals a third of it's normal damage.
Finished a playthrough with random assortment of things. Good mod, will probably use it in every playthrough from now on. I like that it's just exploration content and QoL stuff and nothing else. There's not a lot of bloat yet.
Enjoyed the abyss dungeon a lot. I expected a boss at the end, but there wasn't one. Just multiple branching paths that end eventually. Still very good content. Either the boss idea was considered at one point and abandoned or it's still in the works, because there is a boss-like ship (creature?) in the mod files.
If you play UAF correctly, instead of conquering and raping them all, can you recruit Solvernia and the important NPCs at any point?
That's an intended feature that hasn't been implemented yet, and probably never will given the current state of the mod's development.
>and probably never will given the current state of the mod's development.
I noticed I wasn't finding it anywhere on the mod index or discord the last time I needed to update and had to google it. Is it going through tard drama?
Went through tard drama and now development is "on hold"
>I wasn't finding it anywhere on the mod index
it has never been on mod index because the dev doesnt want it there until it is "done" so use the search function on the forum to find it
qrd on how to build a ship properly? new to the game.
max vents and give it the coolest guns it can fit
>for kinetic weapons you want dps
>for high explosive weapons you want big single hit damage
>range is king
>most beams are shit
>missiles are hit or miss
>you don't have to fill every slot with guns
>some anons will tell you to get Integrated targeting core, others will tell you to get safety overrides
>most beams are shit
but my paragons...
>raises shields
Nothing personal kiddo
>>for kinetic weapons you want dps
what in the frick are you talking about
He's generally right in the way that higher dps kills shields faster and hit strength is meaningless for killing shields.
Of course there are other factors like range and flux efficiency, but higher dps will get through shields faster, while the same is not always true for armor, depending on hit strength.
>higher dps kills shields faster
in theory but vanilla does not have a weapon that actually does this because the low range means you need to tank hits to use them
>flux efficiency
needlers are medium range burst weapons not really dps with the exception of storm needler which should never be used because there is not a single ship that has the flux pool to use it or wants to use 28op on this garbage
mark9 is an inaccurate piece of shit and should not be used
we are left with HVD which is the best weapon in the game and the only real shield killing option
Mark9 is okayish. The inaccuracy is rarely a problem, because you don't need to hit the same spot over and over again with shields like you would with armor.
It's not a great weapon, but it's not terrible either.
Also people are sleeping on Arbalest Autocannon. It's cheap to mount and has good flux efficiency. There are some ships where it's absolutely worth using. Eagle with arbalests in the front hardpoints and 2 advanced optics phase lances in the turret slots (advanced optics bringing the phase lances to roughly the same range as the arbalests) is actually a very solid build and kills other cruisers way faster than a HVD/Heavy Mortar eagle.
>HVD/Heavy Mortar
HYD/Heavy Mauler of course, nobody is using Heavy Mortars with HVD.
You want to have all your weapons to have roughly the same range. (With the exception of point defense.)
Same with the fighters on your carriers, similar speed will make them work better together.
Short range guns are good on faster ships that are able to quickly close the distance.
You want your ship to be able to fire all of its weapons at once, so invest in vents, be cautious of flux-hungry guns and maybe don't use all mounts available. Also keep in mind shield upkeep.
For ballistic weapons it is more desirable to have kinetic (anti-shield) damage.
Hullmods for the most part are not cost-effective, so don't go crazy with them.
Building hullmods into the ship is not necessary for a good loadout.
Simulator is helpful for testing your loadouts, but don't rely on it too much, real combat situations are very different from 1v1 duels.
>You want to have all your weapons to have roughly the same range. (With the exception of point defense.)
This is less required if you're using agressive AI (though of course range is still good on agressive), because agressive will try to get close enough so it can fire every weapon on its ship at the enemy.
If you're using steady AI then having matching ranges is pretty much required, because Steady will stay at the range of the longest ranged weapon, so having a 1000 range Ion Beam and a 700 range weapon on the same ship will mean that the Steady AI often won't get in range for the 700 range weapon.
Just spam reapers with typhoons
reapers are for cucks
Get AMSRMs instead
>just get snowflake weapons
omega weapons should be removed just to spite powerlevel autists
SO + chainguns + sabots
What would be the least shitty place to live in the persean Sector? I know every place there sucks to some degree.
Probably an independent planet or the hegemony?
Persean League is ruled by oligarchs and kings and their ingame description straight up tells you that individual freedoms are not protected, they only care about protecting their aristocratic class.
Tri Tachyon is a ruthless evil megacorp that would be at home in the most dystopian cyberpunk settings. Ingame descriptions mention oxygen fees, falsifying records to shift blame being common and they tried to planetkill the planet with the highest civilian population in the sector.
The Luddic's are religious fanatics.
Sindria is North Korea in space.
The Hegemony is in perpetual martial law, but at least they seem to have some sort of meritocracy going on where everyone gets a chance, since Baikal Daud was a nobody born in the slums of Chicomoztoc and later became the high hegemon.
The independents are not really unified and wouldn't be able to defend themselves well against the major factions, but as long as the status quo isn't changed there's probably some really decent places there.
Some of the League's planets are pretty nice.
Chicomoztoc is an absolute shithole with presumably a gorillion languages since workers were rushed in from every corner of the Domain to get the forges running as fast as possible during the colonisation of the Sector, polluted to hell and with regular riots the local authority doesn't give a damn about solving the root causes of as long as the Hegemony gets its ships, heavy machinery and dragon dildos. Eventide is an aristocratic hellhole where those who aren't born into a noble family quote "live in the twilight peripheries where the harsh climate shifts of the slow summer-day/winter-night seasonal cycle must be endured in full force". Jangala is Jangala, and if the native life gets into your house somehow you're fricked.
>with presumably a gorillion languages since workers were rushed in from every corner of the Domai
Did the domain not have a single language?
How can you unify almost all of humany and not have a primary language that everyone is expected to learn? After a generation or two this shit shouldn't be a problem.
NTA but that’s a really interesting question that I don’t think I’ve ever seen anything in-game about. Some of the ship/place/people names are from different languages but not sure I’ve ever seen them mention translating anything or even the concept of multiple languages. I guess everyone could easily just have a perfect real time translator on their ipads but the impression I got was that the living people of the sector have a complete different culture from anything on current Earth and seems like the only ethnic or whatever you want to call it backgrounds are either “normal citizen” or “luddic”. Maybe it would have been different before the collapse but seems like they think of stuff that happened on Earth as more of a fable/myth than actual history and it would definitely be logical to force everyone into the same standard language as The Domain was first forming.
Doesn't really matter if they had the same language. At scale it's pretty much an inevitability that even if everyone started out speaking the same language, over time they'd start drifting away from eachother as the language evolves to fit the society using it. Just take a look at english. Modern english is immensly different from the english spoken 500 years ago. Furthermore, american (simplified) english is also somewhat different from british english.
At Domain's scale they'd have hundreds, thousands of different dialects. Many of which would be less legible to eachother then the phrase "stick out your gyatt for the rizzler, you're so skibidi" is for an average 60 year old.
>Furthermore, american (simplified) english is also somewhat different from british english.
American English is more similar to English 2-3 centuries ago than current British English.
>"stick out your gyatt for the rizzler, you're so skibidi"
I'm 20-something and Alpha slang terrifies me.
the alphas are going to eat you zoomers alive lmao
I am in the same age range as you and still remember what was popular back when I was a teen and how we talked.
We weren't much better. I'm not passing judgement quite yet.
22 year olds online just can't wait to be old homosexuals who get to be bitter all the time and b***h about the kids these days even though the kids in question are maybe 5 years younger than them. it makes them feel good about themselves.
>What would be the least shitty place to live in the persean Sector?
Actually just some random habitable planet out in the middle of nowhere.
For pure living quality, Gilead, full stop. The whole point of the Church is decent living, it's got millions of people with no industry. Everywhere else is either hyper-Chinese slums, aristocratic social hellscape, or corpo life.
>decent living
>banned luxury goods
What is the point of living in the future when you can't get your hands on a waifu sexbot?
Decent living doesn't include debauched hedonism you sinful, shattered, shell of a human.
the church offers virgin farmgirls for real marriage and you complain about a lack of sexbots
HVD and maulers are ass, you're stuck in the old meta
>maulers are ass
Name a better explosive weapon for a medium mount.
chaingun. hardpoint mortars. or just use the best kinetic slot to run kinetics and get your HE elsewhere, since you're (surely) not a moron.
>get your HE elsewhere
Since there are not a lot of ships with large ballistic mounts, I assume you are directing me to missiles? Missiles that AI will regularly fire into shields only to run out of them in the middle of the fight?
And chaingun is VERY limited by its short range.
missiles are indeed a great way to apply a large amount of HE damage. consider being less terrible.
armor breaking capability can also be found in a small energy mount, medium energy mount, large energy mount, or a large ballistic mount, depending on the particulars of the ship in question.
>meta
begone
it's the best way to describe the public perception of the aggregate gameplay balance of the game at a given point in time
can someone help me with sounds.json?
i've added new music to use for the player faction, but my game crashed, and the play.faction file that has the music specified works, i tested it with theme of pirates, it was working.
https://pastebin.com/k91ZyAQK
line 500, i feel like a fricking troglodyte but there isn't that much topics that talk about this
all these 4 files are packed into music.bin and are ogg files.
why isn't this a mod. aaaaaaahhhhhhh
domaine machine translators would make international communication trivial. the cutting edge ones are already quite good irl.
Redpill me on PAGSM. Is it actually a good mod or just meme-filled waifubait?
Yes.
yes
I've read the AI is bad with the Odyssey but mine does fine under AI control and always does a lot of damage in fights. Was the AI updated at one point or were people just exaggerating? Sometimes I have to give it orders so it doesn't dive too deep, I guess that's the problem? It doesn't happen too often though.
i imagine a lot of people give it an aggressive officer so it keeps moving in to shoot its 400 range pd lasers at people
I do use an agressive officer, but I run double Xyphos on it and let those handle the PD, so its closest range weapon is the 700 autopulse and with capital ITU and gunnery implants that's like 1200 range and it usually doesn't get much closer than that.
I think it’s mainly because in a big fight any ship with a system that only boosts you forwards is basically one bad use away from death in AI hands and the Odyssey just happens to be more fragile than something like an Onslaught. The AI does maybe seem a bit less suicidal with it than it was years ago but still doesn’t want to ever use it to escape. The real suicide ship is a Radiant but the frickers are just so strong they end up usually winning even after jumping straight into a 3 capital crossfire.
Is there a fix for UAF's hullmod tooltips crashing the game in 0.96 yet somewhere? The forum version looks like it hasnt been updated since May
>hey guys i randomly chose a mod and an unrelated issue to complain about again
For the beginning of my next playthrough I want to remain with relatively low combat power for a long time while being hostile to all the major factions, basically a pirate smuggler running from patrols.
How much burn do I need to always be able to disengage? Is it 11 or 12?
anything above 10 burn is usually good enough
What is CY's deal?
Besides the VN-tier anime?
The frick is this time?
Do you people seriously not install all the libs on the mod index?
Nia is trans, right? Aren't most of the modmakers.
Not really? The only confirmed T that's currently alive is TheDragn.
>The only confirmed T that's currently alive
that implies there are confirmed "T"s that are no longer alive
list them.
Vayra and MShadowy.
Well, there's no way in hell Nia is a girl, so why is a guy masquerading as one?
Nia is a woman and needs to be corrected by sharia law.
>you will never have sexo with Omega AI
>have thriving nation of 50 planets
>primary fleet consists of doritos mixed with a Ziggurat as the flagship
>30 officers thanks to mods
>decide to invade Kanta's den, to liberate the nanoforge there
>10 fleets spawn ontop of me
>try to spend a story point to escape
>Nia Tahl personally appears on my computer and takes a fat dump
>spend 10 hours killing their fleets
>finally survive
>game crashes anyway
I'm uninstalling thorium, wtf kind of crapp mod is this?
That's what you get for playing Anomaly!
>Thorium
You summed up Calamity bro
Are DEMs good or just a meme?
I like them. They're overall great for AI use since they're guided and tend to be energy type damage which is flat against all defense thus you don't suffer as much from the AI shitting HE missiles onto shield ships right away, and they're slightly less useless against robust PD nets. Traditional missiles still tend to win in player hands. They're a bit less tough than normal missiles, too, so you will every so often run into enemy officers with a PD skill who can destroy a few before they fire, but that's a problem with normal missiles anyway so it's a wash.
Don't they have a very limited ammo?
Then use expanded missile racks.
Still not enough ammo
Hydras are fine and have enough ammo, Dragonfires on the other hand really need an ammo buff if Alex wants them to be competitive with other large missiles.
the idea for them is that they're basically upsized, so they're M/L/XL sized. they should deal more damage instead of having more charges.
Not that anon, but I'm torn on giving dragonfires more damage. On one hand, they're guided and deal as much base damage as a reaper. On the other, they're energy, so they feel underwhelming to players who can use reapers properly.
They should definitely have at least a little more ammo, though. 28 OP for 5 shots, 4k energy damage per shot - 28 OP for 20k damage, with a fairly high rate of successful strikes.
Compared to a cyclone, 26 OP for 20(!) shots of 4k HE with a pretty decent chance to miss or be destroyed, or taken to the shields for half damage. In a perfect world the cyclone is 160k damage, but even assuming half the shots fail to connect and the other half are eaten by shields, you're still looking at 26 OP for 50k damage, give or take armor.
Either way, I agree they're underbalanced, but they still perform really well if you put them on a proper missile ship with an officer.
A reaper getting eaten by shields isn't even a fail most of the time, you can often get a good overload with a 2k burst on shields.
Great burst potential, another feather in the reaper's hat since the dragonfire has windup. Pressure is always good, to be sure.
>and the other half are eaten by shields
For the record I meant a half of the remainder, so a quarter of the whole. But we're not morons here and we know what I meant. Clearly.
>Dragonfires on the other hand really need an ammo buff
watch him nerf every other missile instead
No. Most of the DEM have higher capacity than their counterparts, except the dragonfire.
absolutely awful unless you go for maximum shield pressure over your entire fleet, in which case they're just mediocre
what about Crying Suns? I downloaded it on my phone, it looks good on OLED phone screen
KILL THE STARS.
>Crying suns
Meh
The story isn't bad but I expected a more sophisticated gameplay than only having 2, 3 or 4 units at once.
Same for the ground part and having special crew.
Does anyone know of a .96a compatible intensification download?
I tried using google and searched the corvus moddig discord but i can't find an updated version anywhere
>start new run, modded
>stumble onto a really nice little cluster right out the gate
>colonize a deciv arid world with -1/+3/+2/+0 food/rare/ore/organics
>forgot i took a heg commission to cheese certain things
>can no longer explore because i have to defend a fricking invasion every 2 months
>heg overlords do nothing to help out my little colonies
>plural, because i colonized a vast ruins in a neighboring star too (but it gave me a nanoforge and alpha core so far for 2 story points, nice)
>have to ping pong constantly just to keep my land
>found a paragon, can't fit it because war with TT
>still too small a fleet to bully the other factions
i know i'm at fault here but frick my life this is obnoxious, it's barely cycle 208 but i'm constantly flying back and forth because they just can't stop trying to invade or raid me
>can't fit it because war with TT
Just kill a few of their paragons and collect the loot.
>implying my colonies are large enough to justify them sending out paragons
their last "superior" fleet had like 3 furies, i cannot stress enough how underdeveloped i am. u right tho
yeah i kinda wanted to leave the settings to be aggro since i have a few factions. i want the factions to duke it out over their own colonies, i have starting market invasions disabled for now so i'm guessing it was just a stupid consequence of being the only valid fricking target every roll.
>can no longer explore because i have to defend a fricking invasion every 2 months
>i know i'm at fault here but frick my life this is obnoxious
Then why not increase the time between invasions in the nex settings? I have it way higher than default too because at default you just have to fly back to your colonies to help them way too often.
Why did you go to war with TT?
Are you a moronic hegemonkey?
Eat shit and die
Tri-Chan is a TT board you luddite wiener sucker
heg commission to bypass fighting the AI heg fleet for the PK so I can overdose on domain tech don't @ me homosexual sindrian diksucker
heg commission doesn't stop their AI inspections
only doing a nanoforge inspection then just killing them will stop it
i didn't mean the inspector fleets, i meant the old fleet you find in the sentinel system
Just kill those old inbred fricks
They're descendants of fricking deserters and AI traitors
TT is a moron corporation and probably the reason for the collapse. Their own AIs keep telling them that something is seriously wrong with p-space (All the AI cores they forced into project Ziggurat deleting themselves instead of helping with the project, Alpha cores the player has in inventory trying to destroy the ziggurat while salvaging, the Remnants not having a single phase ship despite being the ultratech faction) and instead of listening and finding out what they mean TT keeps going deeper into phase ship research.
You are the reason for the collapse moron
I feel like at this point it's pretty clear that the AIs are trying to prevent the reopening of the gates to keep the sector safe from something that is out there (this is the only reason why the tesseracts are guarding the hypershunts, and Baird conveniently mentions that only the hypershunts can power the gates) and the way they react to phase tech is so telling. TT is walking towards their own destruction. Embrace Ludd.
Its actually more clear that you're moronic since Cotton is literally an Omega worshipping heretic
Omega and the AIs is literally right though, it's TT who's moronic. There are mutliple events in the game that show the player that the AIs are actively working against phase tech.
The canonical player capital is literally the Ziggurat you Black person
How would that change anything?
The AIs clearly fricking hate the Ziggurat, to the point where they prefer suicide over helping TT with the project.
Omega is clearly trying to keep the gates closed. Probably to keep the persean sector safe from something.
The player and brother cotton can hear the strange music near the gates and the ziggurat. Clearly something mysterious is out there making these noises. Maybe this something is exactly what the AIs are scared of?
They don't hate the ziggurat otherwise they'd have intentionally made it imperfect
What they don't like is they made it TOO PERFECT
Because now that they finished it they can't think of anything that could ever be better than it
They know its all downhill from there
Nothing could ever be better than that thing
That realization made them spiral into such a deep depression that they opted to just kill themselves rather than continue living knowing that the best is already past them
Pretty sure the AIs assigned to Alpha Site deleted themselves long before the Ziggurat was finished, iirc Gargoyle was telling the player stuff from old TT logs in that discussion.
Have you ever considered that the AIs hate phase stuff because it gives humans an advantage over the AIs?
I very much doubt it because the AIs should be capable of that tech too, they're more advanced than the humans, even ignoring everything about Omega. I think they're not using phase tech and try to sabotage it for different reasons.
Also correct me if I'm wrong, but Remnant raids are a Nex thing, right? Iirc in vanilla the Remnants never attack the core worlds, so they're not as hostile to the humans. Obviously you get attacked if you enter their systems, but they don't come to the humans.
The Ziggurat is also a possible key to unlocking the gates. The janus device only gets finished because Coureuse, Zal and Baird get insight from the Ziggurat. The music can be heard both near the gates and near the Ziggurat. Obviously the AIs want to shut that down, because Omega does not want the gates reopened.
>reopen the gates
>it's the circus
I will NEVER use ph*se shit or pay attention to David's ""writing""
t. Got fricked by the Zig HARD and never recovered
Player is actually Omega
as was Ludd
Based Tri-Tachyon carrying on humanity's true FAVSTIAN spirit.
Quite fitting given the satanic and demonic links of p-space.
If they were as blindly gung-ho as you seem to think they are then they wouldn't have left the Ziggurat out in the middle of nowhere hoping that no one would ever find it. Even they have their limits.
How long was the Alpha Site abandoned anyway? We're following the trail of a TT employee to get there and speak with a business owner who rented a Venture cruiser to that TT employee and is mad that the TT employee hasn't returned with the ship.
That sounds like the incident that killed the Alpha Site happened just a few weeks before we arrive there, but I don't think the exact timeframe is ever stated.
When we send shuttles down to the alpha site it says most equipment there is ruined by the heavy radiation because the facilities radiation shield failed (maybe disabled by the Zig's EMP motes?), but how long does heavy radiation take to make data storage`devices completely unusable? Is weeks a realistic timeframe?
>but how long does heavy radiation take to make data storage`devices completely unusable? Is weeks a realistic timeframe?
Definitely. That's more than enough time.
>but how long does heavy radiation take to make data storage`devices completely unusable?
It's less remarkable that the world killed electronics and more remarkable that a leather journal was heavily decayed. I could throw a hard drive into a microwave and frick some shit up in about 15 seconds tops. But if something decays leather that quickly - relatively speaking - the fact that people lived there long enough to build a high tech spaceship is interesting, even if they had precautions.
play meme mods get memed on
>start new run, modded
>stumble onto a really nice little cluster right out the gate
>colonize a deciv arid world with -1/+3/+2/+0 food/rare/ore/organics
>forgot i took a heg commission to cheese certain things
>built space station and military buildings to improving stability and reduce hostile actions bs
>continued playing game as normal
>found a paragon and salvaged that trash because modded game
>soloed fleets with my raw skill and op mod ship
Yeah that's how it went. Yeah.
a ton of illegally bootleged 0.96 mods
https://mega.nz/file/svN0TJgK#QrCYAABliGTMZJUVPczc-uXYXNAOJgw451F24Zz3ZHY
its giving me an error, can you post a new link?
Damn the cops might have found it then
it had a few "illegal" mods resurrected from the grave all the way back from 0.91 apparently
I'll repost a link when I find another copy somewhere else
https://mega.nz/file/BqVw2AiB#oaJiPvg9XB_uOlDVKKILfU13sL7A6r5KdM5WzBefzgc
Where is that image with the Intelligence/P-space correlation with the luddics at low intelligence and low p-space, Artemisia Sun at mid intelligence and high p-space and Omega at high intelligence and low p-space again?
i made it
What is torture to a machine? The AIs who autoterminate, what did they see, or experience, or conclude?
I don't think the Ziggurat was "made" so much as it was, perhaps, "condensed" or simply "realized". If it's antithetical to the AI, then why did they assist in its creation? If the realized Ziggurat drives them to termination, then logically all AI capable of comprehending it during construction should have interfered with its construction. But it exists, and functions, no less. Alpha AI are far beyond the capacity of even the smartest humans. Perhaps a network of inferior AI assisted human calculations, but any alpha cores involved would have meddled.
But none of the meddling worked, the Ziggurat was finished, and Alpha Site not only became a waste but is subject to strange entropic forces that are unique and inexplicable (and funnily enough despite being a rogue planet it is neither dark nor extreme cold, I think). But, much like remnant forces, the Ziggurat has not deigned to leave the system. Is it keeping watch, or is it incapable of leaving without human direction?
...none of it makes any sense. The Ziggurat is a deal with the devil and we'll pay our end of the bargain soon enough. It is definitely, assuredly, not an ally to the AI or Omega, and likely is not (majorly) AI-derived.
It's also odd how phase ships have that weird almost organic style that looks sort of like warped flesh and bone.
>If it's antithetical to the AI, then why did they assist in its creation?
Did they? Gargoyle mentions to the player that AI cores refused to help with the project to the point of deleting themselves.
What happened to the Ziggurat after completion is another very weird thing. The ship is not automated when we fight it, there's a unique officer portrait of a phase-ghost or something like that and the salvage event even makes it a point to state that the ship REQUIRES crew to operate, yet no crew is ever found. Either the crew was human, went insane and vanished into p-space or something from p-space took control of it.
This is the Ziggurat officer portrait from the game directory. Clearly it's not an AI core. Either p-space can change humans and turn them into something else or p-space is inhabited and the inhabitants feel intruded upon. I assume its the former and the human crew was changed by p-space and vanished after the battle was over.
Why does the phase-beast have African facial features?
Is this Alex's way of calling phase ship users Black folk?
>Hey hey, people
It's clearly Sseth
Wait a sec, I've seen this same portrait in a bounty board. it's that one ship that's the size of a frigate, but takes a full flee to kill because it's stupid broken.
It's a base game portrait, but only used for the zig fight. That mod probably reuses it.
>or something from p-space took control of it.
It's this. The event explicitly states that there is absolutely zero sign of the ship ever having had a human crew of any kind in any capacity.
The former would require human interaction with p-space to be able to change them so drastically that it completely removes even their most basic needs.
>The event explicitly states that there is absolutely zero sign of the ship ever having had a human crew of any kind in any capacity.
That's interesting, so p-space might actually have inhabitants then. That could also be an explanation for the music the player character and brother cotton can hear.
>here is my ship designed around a superweapon larger than most destroyers
>an absolutely massive spinal gun, balanced by the rest of the ship being dog water, expensive, a supply hog, maneuverable as a brick, flimsy for its size, etc
>the gun is wildly underwhelming and struggles to down frigate shields
why do mod makers keep doing this? every frickin time
Even if it is effective, I don't like big built-in weapons, as they remove a chunk of customization options.
And this game is all about outfitting your ships so what is even the point?
Is there a way to go into files and edit the Wave Motion Cannon on the Yamato to do way more damage? I want it to be a genuine broken weapon that melts entire fleets in one shot, not the nerfed ass piece of shit this game gave me.
Weapon damage is usually in weapon_data.csv in the data/weapons directory of a mod and easily changed
What happens if you do a colony with only Alpha cores?
You make a lot of money, that's it and the pathers get mad, so you get a lot of hostile activity points per month. There aren't any real consequences for overusing AI in the current version of the game.
Maybe Alex will add something eventually.
Make it something funny like making the whole system and the colonies in it turn into a remenant one. Maybe if you've been a piece of shit or something.
Nothing bad happens because the AIs are the good guys.
AI may be good but humans are not. If AI given enough power this would surely lead to some conflict of interests.
So the more factions I add to your game the more markets producing stuff and sending trade fleets are in the game and eventually commodity shortages become rare because there are enough producers and trade fleets?
Is there anything I can do about this besides having less faction mods?
Is there a pirate faction that destroys a lot of trade fleets and doesn't get bullied so much by the other factions that they can't get anything done?
HMI adds the Eva luddic fraction or something, but they're not that tough. If you really want pirates and pathers to be more threatening, you can give the pirates a nanoforge, and if you have Nex, you should be able to give pathers a world with heavy industry and maybe a forge, too. Using a saboteur agent to lower relations between factions is also worthwhile, making Sindria hostile to others tend to do a lot of good work as far as creating supply deficits.
Dunno any pirate enhancement mods.
Wouldn't this let you continuously fire a cyclone reaper launcher?
Yes, pretty much all large missile weapons in the base ame can't even fire one third of their base ammo in 35 seconds. A hurricane MIRV would be able to fire continuously too, and a Squall would never run out too.
In exchange for a risk of losing Pristine Nanoforge that is rarer than any colony item? The effect is not enough.
Rare? what
There's literally 2 free for you to take in the core worlds alone
Better Techmining also pretty much guarantees you an unlimited source
and that malware ridden terraforming mod lets you make them with SP
>and that malware ridden terraforming mod
qrd?
TASC had spyware or something like that.
Wait really? Never knew. Damn I really like this mod. Lets me build stations if I don't like a planet, or change up some and make some relays to domain-type. Do I gotta get rid of it next run or there's an alt?
you get rid of it now and replace it with DIY Planets.
Hoses your current game, but if you're going to justify using a spyware infested mod for a week, or a month, then why bother getting rid of it at all?
From looking at its forum page. Lots of extra stuff I gotta make do with, but it suffices. Don't mind wiping. I'm only gonna miss the station-building. Surprised Alex haven't made that a base game thing since all the other factions have standalone stations/colonies.
>qrd?
Frick off boggled
You will never be welcome here
If I remember right, there was an opt out Data tracker they used for study on mod feature use, it was removed when he was told by pretty much everyone that was a bad idea but no one here is likely to ever trust that mod to not have something hidden inside.
luckily being eastern european boggled is likely to get robbed by romanians and stabbed by albanians the moment he enters here
i can use the mod without worry
>Wait Really?
No, Not really. What Boggled did was have an analytics program and ping to let him know what mods you had.
HOWEVER it was literally posted in the mod description and he let you know about it upfront. By default it was on but if you turned it off before you ever booted it up in the setting it did nothing. He was upfront about it for the last 2 years. Some illiterate moron got mad about it and ran to Alex. Alex told him to make it off by default. Boggled took it out instead.
People are mad because they want to be. Your frickin smart phone doesn't give you the option to turn all the spyware off before you power it up and neither does Windows.
I'm only pissed off because everyone kept talking it up like Boggled had done some amazing hackerwork or some shit and it was this childish shit. Not putting malware in the java file and obuscating it, Not makeing your computer a fricking node, Nothing cool. I turned that shit off everytime I updated it same as when I had to reconfigure the damn thing everytime. Funniest part is if the homosexuals that are pissed about this probably aren't aware of asiaticmoots shit.
it's funny when people here b***h about modder drama as if they aren't constantly seeking it out and occasionally just manufacturing it themselves. nexerelin does basically the exact same thing.
>HOWEVER it was literally posted in the mod description and he let you know about it upfront.
not really.
>HOWEVER it was literally posted in the mod description and he let you know about it upfront
frick you boggled a dude literally dug into the code and found it on accident you lying quadruple Black person
Glowing post.
Hi Boggled. Still malding about Alex fricking you out of info you could sell off to advertisers?
as you can see from the replies you got boggled himself comes here to defend his malware
never trust a Black person who puts malware in his mod
>and that malware ridden terraforming mod lets you make them with SP
Why do people even use that mod anymore?
AoTD mod interactions
also a dependency for yunru's TT+ remnant faction
>finally get one of these
>about to put it onto my cruiser
>2 large missile slots
>fast missile racks
>ready to tear some shit up
>can't put it on
>ship has expanded missile racks built in
>still blocks the nanoforge
I hate this.
Black person, you can disable the vanilla hullmod incompatibility in the mod's config file.
Fine, I guess I'll cheat.
80% of mods are just cheats anyway what are you talking about
THE CORE WORLDS FEAR SELF SUFFICIENCY
That's why they send expeditions to your isolated constellation colonies and try to cause war with you. The player is the least warmonger of all factions and is the "frick around and find out" one.
This is why every run has to end with total annihilation of all other factions.
If anyone else is using the Arma Armatura mod, is there a reason why The Watchdog mobile armor only has one arm?
Haven't updated but mine got two
Is invading Chico/Kaz for their nanoforges a meme or something? Or is it just a part of the powergamer's checklist? I rarely ever do it unless I'm really hurting for one and I'm down bad
It's not about the nanoforge, it's about sending a message.
What mods add end game enemies, 'boss' encounters or something to work towards fighting?
Star Fed adds a capital Dorito bounty
HMI and BB+
Is it normal for ree VRAM to gradually decrease the longer you play, or is that a sign of some crazy memory leak?
It is a memory leak and that's normal.
Are all of these mods updated or should i still wait a bit longer to update?
if it wasn't updated six months ago it's dead m8
The UC Gundam mod is never adding Zeta suits, is it...
its never getting updated, a shame, when will alex fricking launch the game on steam, please just do it alex
And suffer more troony furgay modders when its already infested as much as it already is without steam?
That's a fricking deathwish
>when will alex fricking launch the game on steam, please just do it alex
Word of mouth and word of sseth already give him enough sales and he gets a better percentage from his current platform than he would get from steam. He has no incentive to move to steam until the non-steam sales dry up completely.
he should give tim a call, get on EGS
this is abominable
Stitched up Prometheus > Stitched up Onslaughts
this is also abominable
this one at least knows that it is abominable so funnily enough i don't mind it as much
ships like this would be the norm in starsector, especially ai piloted abominations
any mods that add ships like these?
literally Underworld
this is almost horrifying. this would make a great new redacted faction.
I love these kinds of ships because they're clearly glued together by pirates and scavengers in some backwater shithole of a planet/station out of spaceship junk parts.
Starsectore needs more of these.
Unironically, what mod?
read
What's your favorite or good QoL mod? (Yeah, I want mods to add.)
The fact that Leading Pip isn't vanilla is simply mind-boggling.
It fricking used to be vanilla, some skill gave you a leading pip before the skill rework happened and it looked exactly the same. No idea what alex was thinking when he removed it.
>Alex
>thinking
My personal list:
CaptainsLog, Flux Reticle, DetailedCombatResults, Leading Pip, Logistics Notifications, SpeedUp, WhichMod, AutomatedCommands, FleetSizeByDP, Neutrino-Detector-MkII, Objects Analysis, Order from the Boss, Officer Extension, StelNet, SpaceTruckin;
I have started stockpiling plasma flamers because i think they are neat.
Is there a fast armored ship with a gorillion medium ballistic/energy slots where i can put them and do war crimes?
How about Retribution?
This is easily one of the more disgustingly overpowered ships I've used. Still love it though.
What does it do?
6-second slow time effect and a powerful built-in laser up front. It can take a ridiculous amount of punishment and that's before you even get into the absolutely stacked BB+ quest reward hullmods. You can't mindlessly win fights but it does feel like easy mode against anything other than capital spam fleets.
How did you obtain that ship? I did the whole SC questline my recent playthrough and dont recognize that ship
I started the run with the prototype version, picrel, and had a dialogue option with Gemie about doing testing with it. Eventually I could talk to her about it and she gave me the final version. I'm not sure if it's a time thing, your relation level with her, or the amount of sigma matter you give to her.
>or the amount of sigma matter you give to her.
I'll have to check that then i guess. I got 100 relations on all SC figures, And the only big deal ships I got from Genie was the Bladestalker and the little one thats pic related
Got a link for the mod?
https://gitgud.io/KindaStrange/sephira-conclave-bb
Ah I probably should have stated, my playthrough was a few months back so I was using an older version of SC. Thanks for sharing and letting me know there's new content
>has an activatable subsystem by pressing C button
I'm amazed how overengineered these things are as if it was made by a chink.
What's a good loadout for a XIV Legion + XIV Onslaught duo? I've finally acquired a set and I can't seem to get it right, I lose against a lot of fleets that I should probably be stomping.
the XIV Legion is probably the strongest ship in the game, you use a mix of heavy machine guns/light assault guns/cyclone reapers with integrated point defense AI and one of the targetting units to give them more range and heavy armor. You are probably going to use fighters instead of bombers to save OP so use whatever, wasps or spark drones will keep your casualties down. this setup fluxes out absolutely any capital one on one by just burning into range and reapering it and smaller ships can't do anything to it. The cpu also uses it quite well.
If you are flying the onslaught I recall you use haephestus assault guns and hyper velocity drivers as having 5 of the drivers, along side the obvious heavy armor and range boosting hull mods. You can put whatever you want on it really, you just have to link your weapons properly for what you want on it.
Is Missile Ship Overhaul overpowered?
The Apogee aesthetic should have been the standard for high-tech ships.
>colony fleets are dogshit because I've compulsively learned every blueprint i come across
what the frick do i do to remedy this? go through my entire list of blueprints and prioritize stuff that i think works well?
That shit works off how the game does Auto-Resolve to the best of my knowledge. I always select what I like. If you are fighting with them though THAT is a different story. It will matter alot then i.e. Having Plasma Cannon as your only known Large Energy and fighting alongside High Tech Stations. Some ships have auto resolve bonuses cooked in, especially in mods. Ship quality matters and Officer Quality matters alot. Don't overthink it. I like to prefer the shit I like so if it dies and I salvage it I might get a nice thing.
>install LOST_SECTOR cuz it looks like a good mod with a shitton quest content
>seem to be getting a couple unique quests one year into the run
>mfw my game crashes third time this day because lost sector ship systems crash the game
homie do you not test your mod? what the frick this is the first one to ever do shit like this.
>creator says “uhm sorry your saves are bricked until next patch
what the frick?
Don't forget the "trans rights! :3" in the game tips file.
lmao is that actually true
Yes, you can check it yourself
Shouldn't have updated.
>ai colonizes a 75% HR terran world with low gravity, mild climate, and perfect ore/organics, with no volatiles or rare ore, and vast ruins, a week after i start my shitty little good enough colony after 3 hours of surveying
this is FINE everything is OKAY this is NOT A CRISIS but i sure wish i could EXPLORE THOSE RUINS
ebin
Which mod is this?
Blade Breakers Plus. I just really wish it didn't require DME.
>wish it didn't require DME
What's wrong with DME if I may ask?
why the frick are these mods only on gitgud?
in short, drama
BB+ and Sephira require DME, and DME got taken off the forum because it's creator was such a tremendous homosexual that even the forums got tired of him.
How much fun, or lack thereof, will I have if I attempt a Legio run? Are their ships still nerfed in the hands of the player? The chuuni edgelord within me really likes the aesthetic.
I HATE LEGIO INFERNALIS I HATE LEGIO INFERNALIS I HATE LEGIO INFERNALIS
You know the Ziggurat can literally solo their everything right?
no shit but who the frick wants to use the ziggurat?
who doesn't wanna use the ziggy pop?
Homosexuals
It reminds them of the father that never loved them as they grew up
I'm too much of a hoarder and like to collect things. It's unique, thus it must be fitted and stored in Corvus for all time because the risk of losing it greatly outstrips the benefits of using it.
Why would you lose it if it can never lose?
if it never loses it will never die
seems more like you just have skill issue
only homos have skill issue
you homosexual
I would really prefer to pretend David's miserable excuse for a story doesn't exist at all.
Frick you the story is as good of a start as you can get and should go further by including the gates and player-led colony into a future maelstrom.
It's much better than moron alternative of "extending procedural mission" that only led to generic broken shit.
I don't. Frick phase ships, frick P-space, and frick you.
Ludd was right.
t. wienersucking greenhomosexual
>bro <OVERPOWERED MOD FACTION WHICH INVASIVELY FRICKS WITH YOUR SECTOR> is fine just use a hidden super ship
Ziggurat cheese is easier than getting good for most people.
How 2 get good?
are you trying to say you boot up the game get a couple of beams and go pick up the ziggurat then stop playing because you can now solo everything?
sounds like severe mental illness to me
Just do a pirate run instead and use some Legio ships, while doing a bit of work for them on the side. Going all-in with a Legio commisison and actively helping them will just make the sector a barren wasteland within a few cycles.
At least they don't insta-win invasions and bombardments any more.
How do you anons deal with the pain of finding perfect systems after you've established a few colonies? I just found a system with 2 very good habitables, an extreme heat barren, and a +2 volatiles gas giant + a few extra worlds. I'm already well-established in 3 other systems that are slightly less optimal altogether. I'm torn between ignoring the new system, or doing something with it, but I don't know what I would or should do. I'd hate to just abandon my existing colonies but I know colonies suffer huge diminishing returns after more than a few.
>finding perfect systems after you've established a few colonies
Simply scan the entire sector before establishing a single colony.
Yeah, I usually do that, this is the first time I've jumped on early colonies. I don't regret it, exactly, it's been a good source of income and fights, but I really do get some hard buyer's remorse imagining how much better this one system would be than my current 3 systems. I mean, this run alone, I've found 3 fricking candidates for perfect mantle bore usage, more than I've seen in at least a dozen sectors.
sneed-chuckyan
that boggled is still lying about his spying certainly shows how well-intended and benign it was
is boggled in the room with us right now?
Yes
he's (You)
Now frick off and never return you homosexual
Started a pirate run for the first time after only playing free start into own factions since forever, its really fun. although kinda stupid that I get a massive fricking commission every month from pirates, why would they give me so much money for literally nothing they are frickin pirates not an organized military, can I change the commission amount in a settings file anywhere?
Also, thoughts on the Quality Captain mod? better than the vanilla skill tree?
>can I change the commission amount in a settings file anywhere?
Yes, it's in data/config I believe and the file is literally called settings. Open with notepad and search for commission, there's a base value, a value you get per level and the bounty you get per frigate killed.
You can modify the quality captains mod to be as op or as painful as you like.
Just be warned, npcs also get the said modified skills so dont go too ham.
I would say its better than vanilla.
So rapesector has an issue that makes it so bounties dont drop blueprints or any specific rewards.
Any way to fix this? Apparently it has to with magiclib skipping a drop step.
already fixed. release sometime later.
Should I play Nia's mods?
Given his history of adding in 'balancing code' to screw over other mods, no.
Balancing code to frick with Overpowered generic faction #2412? Sign me up! Which mod of theirs does that?
Hello Nia
How many people do you think actually care about this game's story? Is it just a waste of time and money for Alex? Personally, I'd rather play through goofy stuff like PAGSM than continue with the utterly trite
>what if... you were the AI all along?
nonsense that Alex seems to be doing with his story. It'd help if there was a single likeable character aside from Alviss.
This game has always been Warband in space, we don't need some chosen one story. They did that with Bannerlord and nobody gives a shit.
The story is just a vehicle for more fun videogame stuff. Give me more bosses like the doritos and the ziggurat.
>They did that with Bannerlord and nobody gives a shit.
you collect 2 fricking flags from bandit camps and then kill a caravan my dude its sub 2 hours of gameplay
>hate Tri-tachyon with every fiber of my body
>they're invading the Bultach Coalition's system
>purposely ruin their invasion by picking off their fleets
>when I'm not even friendly with Bultach
So i installed all Asses of the Domain modules in one go to try them out but i found out that i don't really dig the research and resource bloat.
I tried just disabling the researcv module but that didn't work and corrupted the save copy (i wasn't a total idiot about it).
How do i get rid safely of this mod and keep my save?
Does it bother anyone else this game is just a more complicated version of Asteroids? I was sitting around thinking about how the actual core gameplay was just shooting ships in a 2d plane. I tried to liken it to any other games I'd played. It wasn't a proper space game due to 2d instead of 3d. It wasn't a naval game due to the handeling of the ships and it hit me. I'd just been playing Asteroids with more steps.
Well yes just like Tarkov is Tetris with extra steps
>casually open the google doc by Kaysaar that explains colony events
>skip to Event: Tectonic Disaster to see if bro didn’t make it horribly shit
> From now on if Mantle Bore is kept used, every month there is 20% chance of Tectonic Disaster to occur
>frick, oh well, shouldn’t be too ba-
> 5% Chance for -1 market size. WARNING! If market is size 3 when this occurs it destroys colony!,
>what the fu-
> 60% Chance for mining getting disabled for 365 days.
>oh, i guess that one is kinda fi-
> 35% Chance for total destruction of mines and removing mining industries from market, including destruction of special items and AI cores.
>WHAT THE FRICK?
is he actually moronic? i’m never using the mantlebore, then. frick that shit. no good upsides whatsoever. sure i want more ore but i think i’ll just storypoint the industry and tell you to frick off
should add that the planet must have extreme tectonic activity but it’s still bullshif
>opens notepad
>edits chance of all to 0%
What are you talking about? Is this a mod or something?
Yes it spices up a bit the colony gameplay by adding random events. Some are good, some are bad.
In my current playthrough i had a baker appearing on my first colony and he started to shit out UAF pastries. He makes good money too.
>drilling a big fricking hole on a planet with extremely unstable terrain
I mean he's not wrong
Recently updated to 0.96. I keep getting the low VRAM warning but nothing actually changes and I don't notice any drop in performance. I'm using even fewer mods than I did back in 0.95, where I never got the low VRAM warning, so I've no idea what the problem could be.
I mean, 0.96 has more content than 0.95, so maybe that;'s the issue?
Can't you just allocate more RAM to the game?
It's not system RAM, but I figured out the problem. My fricking drivers didn't install properly when I last updated them.
I'm losing my mind trying to find someone to be my Head of Research but i can't find anyone please help.
It's a thing from the Ashes mod btw.
Check the bars on your colonies.
What would be a good second hullmod to built-in?
Missiles are Gorgons DEM, just so AI could fire them willy-nilly.
Always solar shielding on everything so you can ride the storms and laugh at them. Frick going slow or taking damage from traveling.
heavy armor and EMR (penalty is harmless on small racks)
How the frick do i build Alestes? They just overflux and die as soon as i deploy them.
I usually just use them for torpedoes
NEW BLOGPOST
>Salvors in the Ruin, a digital painting story
>Digital Painting Blogpost
Not much besides that.
https://fractalsoftworks.com/2023/10/30/salvors-in-the-ruin-a-digital-painting-story/
no matter how much people call the story shit, you gotta say every illustration looks fricking great
>wandering around, low on supply
>happen upon a luddic base
>drop in, check the bar, find the paper book historian
>select nothing of import
>she tells me about the trial of Ludd and how she'd be murdered by a zealot if she ever found a recording
kek, this game has a sense of humor sometimes
>randomly exploring
>find a planet with ruins
>mfw it's protected by a remnant flotilla
killed it and got literally some kind of quest interaction where i take some data core, anyone knows what this is about? bet it's AOTD or LOST_SECTOR
>continue exploring
>find a ruinless planet called Veil Of Knowledge
>sus.png
>approach
>mfw it's protected by THREE doritos and a half-chunk of a normal one
this better be good when i come back here 20 cycles later with 3 onslaughts
does anyone know the name of the mod that let you install domain artifacts into ships?
i'm pretty sure i remember there being a literal slot in the refit screen, like a fighter bay one but in a different location
starfarer bros, i need your help
https://fractalsoftworks.com/forum/index.php?topic=25424.0
Doesn't have a specific slot for the artifact, but it does have it's own hullmod tab to separate things out.
Why is buckbreakers still not updated?
frick slipstreams
can you eradicate luddic path? they don't really have systems right, they just randomly pop up.
do you need to eradicate luddic path first?
Religion of luddism is spread beyond luddic faction, Hegemony for example is very accepting of it as it helps to control the population. You can't eradicate ideas, so as long as there are humans in your colony, there will be millions of pathers bases all over the sector.
When a base pops up in your colony don't remove the cell
Go to the base and speak with the pather it will give you a quest and if you do it the luddic penalties to colonies will disappear completely.
you hand them a planet buster btw
Also you can go to Kanta and pay her 1mil to frick off forever
You can kill their faction but they'll still spawn random stations and harass you forever
You'll need to give them a PK if you want them to not bother your colonies forever
W-what do they need that for?
Dunno seems kinda useless when you can just dump antimatter fuel on the planet and burn it in nuclear annihilation fire.
Starsisters, I’m getting filtered by the tutorial boss. I started as a bounty hunter and can’t get past that stupid fricking pirate ship, flying is so hard for me for some reason. I’ve started a new character and skipped the tutorial on it, gonna play it tomorrow and give my thoughts.
Ok, This game is 10x easier when starting with the Explorer set of ships/ gear. Also very fun, I just don’t like how missions will just go away, also idk if I’m gonna be able to survive my next delivery because I’m eating 30 supplies a day carrying all of them.