Remember, time spent thinking about the homosexual cabal and their bullshit is time wasted.
Thought for the day:
Apogee my wife.
Remember, time spent thinking about the homosexual cabal and their bullshit is time wasted.
Thought for the day:
Apogee my wife.
Your wife's a bawd
Neutrino ships are OP as frick but god I wish they had a crew transporter at literally any hull size.
Luddic Enhancement, yes or no? Why?
Same for Ruthless Sector
Also are there any chinese mod aside from Approlight worth getting, specially if I don't know a frick about chink?
Like say anything QoL, sounds mods, or portrait packs, things I don't need to know chink to play with
>Luddic Enhancement, yes or no?
Yes.
>Why?
IED Prometheus, IED Dram, IED Prometheus that shoots IED Dram.
>Ruthless Sector
No, it's shit. Just makes the game more of a grind with mandatory Sensors skill at level 1 and Go Dark permanently active.
>Chinese
No.
>Ruthless Sector
>No, it's shit. Just makes the game more of a grind with mandatory Sensors skill at level 1 and Go Dark permanently active.
Really? Out of the two was the one that more convinced me becausd it seemed vanilla friendly while adding some challenge.
Is this the usual opinion? Too much grind?
it's nice but you'll occassionally encounter deathstacks ordos hitting you in the face as you travel on a sl*pstream or hyperdrive if you use that mod, really add another dimension to hyperspace gameplay, running, cheating death against 4 stubborn remnant fleet is fun, not so fun if you run a shitfleet with a 6speed cap or a single dram
I would certainly dissable Remnant fleets wandering, because of those same issues.
So having that solved the mod would be good right?
frick up
Is there any trick to deal with hammer barrage's spread? Other than flying right up to someone's face?
Fire into crowds or when you're facing a large ship's broadside. You can hit capitals at a disturbingly long range. You also don't have to hit every missile to have a deadly effect. A single shot is more dangerous than every other torpedo except for the Reaper, and it's way less likely to be shot down than it.
Also, generally two of the missiles will fire mostly straight. If those two hit alone, that's 3000 damage, and then you can just fire again, almost straight away. Definitely nothing to laugh at.
Fly up their ass instead.
Get the missile perk on whoever is piloting, build in expanded missile racks, and forever abandon the idea of trying to be subtle while equipped with a Hammer Barrage.
What's this? That little destroyer over there is at the very edge of my fully zoomed out screen? Fire Hammer Barrage. What? Ammo conservation? Who fricking cares, I got 80 more of these things and we've already annihilated half their fleet.
Is it worth updating yet? I'm still on 0.9.1a-RC8, what's new?
Everything.
God I'm looking at the releases and a lot has changed but frick updating all my mods man
Dogshit moron game
Expand?
I feel like kamikaze pathers are a flanderization.
I could see them doing it in desperate scenarios or having suicide bombers in their actual terrorist activities but I feel like in combat they would do what insurgents do irl and just focus on hit and run stuff, which also retroactively causes it to make sense that they got SO on everything, so they can hit hard and quick and get the frick out.
yes luddic enchancment is a complete meme of a mod
I will add, I don't know if I believe the pathers have the manpower to constantly be killing ships worth of themselves. They're a hyper-fundamentalist sect of people considered crazy by even most of the believers in their same religion, seemingly further split up amongst individual religious leaders.
They can afford to organize well enough to disrupt and (according to The Last Hurrah) even destroy entire planets with millions of people. Capturing a civillian fuel ship or a decent frigate doesn't sound like that big of a stretch. Who knows, they might have patrons in high places.
>Who knows, they might have patrons in high places
Like omega ai high.
Capturing a civilian fuel ship or a decent frigate makes enough sense to me, it's more them using said ship as just a giant missile instead of something more pragmatic in combat situations specifically. Terrorist attack sure, battle is pretty different...
One stolen fuel ship taking out multiple enemy warships is a good trade, kamikaze or no.
It might just be because I don't fight pathers that often or that I don't have the luddic enhancement, but I've never seen a tanker successfully destroy anything by virtue of exploding itself.
Also sure a logistics ship taking out even one warship is a good trade, but it seems very unlikely that it will do just that. Tankers are slow and if the enemy has their shields up, they're just gonna get overloaded and that whole ship is now gone with it's crew, for nothing but maybe an opportunity for a more pragmatically equipped ship to exploit.
>I don't have the luddic enhancement, but I've never seen a tanker successfully destroy anything by virtue of exploding itself.
Luddic Enhancement has a ship system that makes tanker ram and explode. It's also hilariously broken:
>Prometheus moves faster and turn sharper than a scarab with temporal shell active
>Wipes out half the map
>Kills your framerate
It's a good idea, just badly done, and now Alfonzo has a monopoly on the concept, try it yourself and the discord will jihad.
>It's a good idea, just badly done, and now Alfonzo has a monopoly on the concept, try it yourself and the discord will jihad.
Even vanilla pathers can ram their Prometheus ships into yours. Not even the discord cabal would have the power to accuse you of plagiarism if you made your suicide bomber ship design.
>Even vanilla pathers can ram their Prometheus ships into yours.
If you're going to make shit up at least make it believable.
Black person I paused within .3 seconds of seeing my Apogee's death message and what do I see? 2 Prometheus MKII ships inside it's wreckage. Now what does that tell me?
Space Black persony
It probably shot it with a hammer barrage and then burn drived through it to another ship.
I wasn't exagerating when I said .3 seconds. On the offchance you missed it, it's 0.3 seconds, not 3 whole seconds. For a Prometheus to be this close to my Apogee at the time I caught it, it would've had to have already been actively burndriving towards it, moments away from collision, while the Apogee was still alive and well. Even if we assume it died from Hammer volley, the Proms were still way too close and getting closer.
the most plausible explanation here remains that you have a shitty time sense
You are both Black personhomosexuals, have a nice day.
>I wasn't exagerating when I said .3 seconds.
Yes you were. I've already asked you once.
>If you're going to make shit up at least make it believable.
>Kills your framerate
the first time i had a tanker blow up and utterly annihilate my framerate i looked up the script for it. and wew lad. that it not the way to do it.
With luddic enhancement, one IED Prometheus can take out a fresh Paragon. It's a unique type of terror watching it burn right to the center of your fleet.
>I don't have the luddic enhancement, but I've never seen a tanker successfully destroy anything by virtue of exploding itself.
That's because vanilla doesn't take stored fuel into account when exploding.
>Tankers are slow
ha ha ha
lmao the tankers move as fast as a frigate with burn drive on while also having more maneuverability than a scarab with auxiliary thrusters that has temporal shell active. it's comical. the only way you deal with IED stacks is by trading multiple phase anchor ships into them (and titan(s) if you happen to have imperium), then reengaging once they try to pursue your fleet with little to no IEDs. that's the cleanest way I've been able to do it.
I don't see pathers just ram everything they have under their command all willy nilly. They can occasionally send a Prometheus into your heavy cruiser or capital, but they still use their ships as weapon platforms too.
theres hundreds of sects of the luddic path tho
are mods updated yet in time for the new update so I have to wait for mods to update again?
I can't stop funding space terrorism. It's just so much more profitable than bountyhunting.
The thing I hate the most about bountyhunting is that you have to travel so far to find the target.
>all authority bounty contracts send you to the other side of the sector
>pirate bounty contracts generally are inside core worlds
>neither pay well enough to bother when "smuggling" heavy armaments to pathers is thrice as profitable and takes fraction of a time
I fricking love war economy.
It's pretty funny. I do trading so that I can do bounty hunting. I'm sure somebody will complain that I'm not doing bounty hunting correctly, but I'm playing for fun, not for simulating a miserable mercenary who has to scrimp and save in order not to bankrupt himself chasing a bounty.
~~*you*~~ are single handedly funding the continued existence of one of the most profilic terrorist group in the Sector
Pathers might be a tad too insane and luddites in their thinking but ultimately their hearts are in the right place.
Frick AI, frick trans-humanists. Humanity first always
And nobody cares, not even a bounty on you or something. What's worse, it's the only reliable way to get cash to get good ships unless you constantly looking for weaker fleets to steal ships from.
I like playing a pirate with trade fleet hunting and stuff, but smuggling being so easy simply breaks the immersion.
I've tried legal trading, it's actually not too difficult. You still make a healthy profit, just not obscene ones like you would being a drug dealer to the pirates or being the biggest supplier to Chalcedon.
I give your wife my tachyon beam every night.
>"my womb is being overloaded!"
>"I'm cumming my brains out!"
are there any good mods in this game that isnt a rootkit miner?
>game
>not a rootkit
bro...
Hold on, what? I haven't looked at this game in a while, what happened?
Nia puts forced balanced updates for other mods, in his mod
Boggled was collecting user data without consent
Thedragn has crash codes in his mod if you use a mod he doesn't like.
There might be more, but this is all I know.
Nia doesn't surprise me in the slightest, he's always been a pot-stirring shitstain, but fricking Christ. If a person is competent enough to be a creative mod maker, why is it so hard to be a regular fricking human being? What is wrong with these people? Why are so many mod creators across so many games such absolute thundering c**trags?
I don't think their kind is a majority fortunately
you're approaching it backwards. why wouldn't a thundering c**trag like nia make videogame mods? if he behaved like this irl someone would just kick his ass.
just stay away from nia and boggled and you'll be fine.
frick I actually like Tahlan ShipWorks for the pirate playthrough
>$ firejail --private=~/games/starsector --net=none
no problems here
oh and thedragn, though really just his alias should be plenty of warning there
scalies, not even once.
Yo what happens when a ship's CR exceeds 100%?
That's what peak performance looks like
Aw shucks. Was hoping the excess percentage would convert itself into extra peak perfomance time.
nothing
rapidly drains to 100%
Sorry for asking this, since I remember it being asked a few threads back (but I forgot to mark it down because I'm dumb). Are there any good guides anywhere for energy weapons? I really struggle with outfitting high-tech or mid-line ships when it comes to energy weapons. For whatever reason, ballistic weapons just seem way easier for me to understand. I guess part of it is because HVDs and heavy maulers go so well together. I really wanna try a high-tech and mid-line runs at some point since I always default to low-tech only runs, but energy weapons are holding me back because I don't understand them. I'd appreciate any tips or guides.
Phase beams are pretty much the energy version of the assault chaingun. Which weapons did you find to be particularly ineffective? Maybe you're using some in the wrong way.
Honestly, I kinda found all of the mediums and smalls to be kinda underwhelming. The ones I thought were of note were the ld laser, the burst pd laser, the antimatter blaster, heavy blaster, ion beam, phase lance, heavy burst laser, and pretty much all of the larges. I got no idea if this is just because of the visual and audio feedback, or what sim opponents I was fighting. I usually tried to fight equal DP ships and ships that are of the same class, I.E., cruiser vs cruiser.
I think part of it is that I'm more used to peppering the enemy at a distance with hvds and maulers to force them to engage. Meanwhile, a lot of the energy weapons seem to encourage you to get up right in the enemies face to use them. My fleet doctrine usually favors battlelines, so that may also be playing a part. I'm not super experienced with missiles so that may be affecting how well I'm doing with energy, since I've heard that high-tech relies on missiles for most of the hardflux damage. Doesn't help that the battle simulator isn't great for creating a realistic combat encounter and only really works for 1v1s, which are never an accurate test for anything.
I probably just need to take a look at the autofit versions of ships to see what they're ideally suited for. It might be that I need to just try a playthrough with ships that mostly use energies to force myself to learn how to use them.
the heavy burst PDL is actually easily the worst pd weapon (for the op and flux cost) while being basically the best middle energy weapon - it does both what the pulse laser and phase lance try to do, but better. try them in an assault role and youll get the complete working as intendedTM experience
Energy weapons run into several types:
Large - Universally good.
High alpha, low damage over time - powerful with player-piloted ships. You do a lot of damage quickly, but have to run off and recharge your shots to do it all over again. If the battle is going well the AI can use them well, but if the battle is going poorly the AI will fail.
Ions - situational but useful.
Generic repeating damage over time - nothing really wrong with them. Recommend if you just want something that works with no effort involved.
Beams - bad, except the AI over-reacts to them so will keep their shields up.
That's the general gist of things. Weapons will be several of these at once, so there's a few caveats, but I'm sure you can work these out by yourself. The thing about energy weapons is that they're supposed to be paired with high tech ships. Energy weapons are worse than their direct ballistic equivalents, if they exist, but your superior shields, faster speed and better flux stats will put you on an even footing against low tech ships that out-range or out-damage you. On mid-line ships, they have horrible synergy with ballistics so they're typically used as PD or as beams on the Eagle due to a lack of any better options.
Energy weapon in general lack range and specialized efficiency cmp to ballistics, some crazy alpha strike and clip burst, with beam won't miss but lack hard-flux, and lots of PD options but burst PD is the best, and some EMP to punish shield off.
Midline is should genrally stay ballistic to save on generally mediocre flux, with EMP and PD added if needed. Of course the exception being sunder which has energy system and large mount.
Hightech focus on general alpha than efficiency. Their superior speed, insane system and shield means they rely less on weapon alone when concentrated gang banging is possible.
Personally I think the bread and butter for high tech is [s]Am Blaster, [m]Heavy Blaster, [m]ion pulser, and most large mounts, most plain being Autopulse for consistent hardflux buildup.
it's actually really easy: use the heavy blaster and the plasma cannon. you have more flux, just use brute force.
don't use the other stuff. smalls are for pd. the end
Other than the big dick large mounts, which are the best in the game. Energy is best as PD or EMP. You'll note that some weapons deal increasingly more EMP damage as Flux goes up, and some are good at dealing constant Flux on enemy shields. That's one example of a basic combo to cripple ships with EMP.
But in most cases that approach isn't worth the time or hassle and you just user overwhelming firepower.
screw you guys post fleets and ships
My current fleet.
I DONT get how the ai ships work i have one capital ai ship and its already at 38% CR and I cant add anymore
that poster is an underage child who tweaked the skill values so that he could use 100cr alpha-officered OP endgame enemy ships without investment or consequences.
in your case, to maximise ai ship cr, youll have to select the fleetwide +15cr skill in leadership, and on the ai core officers youll have to pick up the +15% cr pilot skill, now youll be at 68% cr (and lower the more ai ships you have), but with hardened subsystems the remnant ships still slam everything else.
on another note, is the chuckault-sneedoyan chad still around? any progress on more of those sexy NGO-style DME ships? is he planning on ever releasing the mod?
>that poster is an underage child
I don't know, but your writing style screams that you're underage yourself.
i’m one of the spriters and I’m still here, waiting for ideas
how about a hammerhead made out of dme ships? chamois for the middle, two kobras for the back, and I dunno, maybe a stretched bouclier for the front?
quick little buck breaker frigate, refined from the imp
features the Nogwalk Drive as a system, which temporarily renders the ship nearly invulnerable and unable to fire weapons, and has it move forward at a leisurely pace with greatly increased mass, allowing it to push around capitals and mangle battle lines
there's several anons who have made sneedbashes, one of whom takes the effort to compile all the assets into a mega for easy access
i've been busy with some other things which hasn't left much time for bashing but i'll see if i can make a ship here and there
i did also try out the ship&weapon editor for a bit in my spare time and it seems remarkably simple to use for setting ship hitboxes, weapon slots and the like
could use more frigates and destroyers, most of the ships i last saw in the mega were cruiser-size and above
send link pls sirji
https://mega.nz/folder/MYlWxYjD#0FNfwvt8Rf21UPr3weiIrw
here's the sneedault-chuckoyan mega folder
and your frigate has been added
The funny thing is that it really doesn't look any worse than any other mod despite being a kitbash using ancient sprites arranged around vector trash.
Maybe if you're blind, it's pretty obviously lower quality. Not that it really matters when you're zoomed out or focusing on not being blown up.
The mod has a shitload of settings you can tweak. There's also easier ways to cheat
Is Fleet Size By DP balanced at all or accounts for balance with other ships and faction mods?
The concept seems good but potentially completly wroken both in vanilla and mods given that 10 frigates or 5 destroyers are comparably stronger than a single capital ship for example.
Any thoughts of people that have tried it?
it's good, you can get ganked by 3 gigantic fleets with 0 logistic ships and 20 officers, no reason you have to play by the rules when they dont.
also capitals are filtered by frigs and destroyers by design, look up naval history, see how no capital ships go without escorts and those who do or lost their escorts ends up very badly.
>it's good, you can get ganked by 3 gigantic fleets with 0 logistic ships and 20 officers, no reason you have to play by the rules when they dont.
But isn't that just an edge case? Sure that's common in the core worlds but in the outer systems like say when you are bounty hunting you most likely will only face a single fleet, and given that the mod only changes things on the player side it would make those fights far more easier on average.
If it affected the AI fleets as well I wouldn't doubt its balance but I am hesitant still
in practice the only thing the mod changes is allow you to field more frigs and dds in a given DP range, if you spam capitals like a moron you get even less ships, 6-7 before logistics, a normal large fleet (1 cap flagship, 4-6 cruisers/carriers for officers, 4-6+ destroyers for line duty, 2-4 frigates to cap/hunt other frigs) can benefit from the mod having more DDs and frigs in vanilla, otherwise you have a little more wriggling room for "creative"/ragtag earlygame fleetbuilding, nothing gamebreaking, also, no amount of frigs and DDs spamming can help you win against a cruiser/cap fleet of the same amount of DP, even if you have more ships than them, PPT, firepower and range differences make sure of that.
might as well lose the mod, 90% of it is the hyperspave remnant
>might as well lose the mod, 90% of it is the hyperspave remnant
Was interested in the XP and reputation changes mostly.
My concern is that I am using Starship Legends that I think makes things a little bit easier and I thought it may need a little bit balancing so this mod seemed fitting to counter it
As another user of "Fleet Size By DP" it's good and should be vanilla, the developer likely do it for game performance.
In practice it will be hard to overload your computer with a swarm of wolf pack, the mod have a DP limit (you can change).
You'll still want ships of various size, but now you are now longer penalized because you need more of the small ships.
>If it affected the AI fleets as well I wouldn't doubt its balance but I am hesitant still
The AI fleet stay the same, it remove the nerf on players.
How safe or necessary are extra memory allocation (assuming only running Starsector and nothing else)? First time modding anything more than QoL mods
And I dunno if I am a bit dumb or the wording is bad but tell me if I am wrong:
>By default Starsector is using 1 to 1.5GB of RAM, but becomes exponentially hungry for more as soon as you add mods with new markets. To prevent Out Of Memory crashes, you must allow the game to use more RAM. This is done by editing the VMPARAMS file in the game folder
>- If you can allocate 1.3GB (link)
Does this mean that with this patch the game would alocate 2.3 to 2.8 GB RAM rather than vanilla RAM use (1 to 1.5GB), or is this the vanilla RAM use?
I am a poorgay with a 10 years old rig, only have 4GB of RAM and an absolutely fricked and 15 years old NVIDIA GeForce GT 430 GPU card that tends to overheat. CPU is 4 cores and fairly new at least.
That said it's my best bet to either leave vanilla RAM usage be, use the above pacth (in case it is different to vanilla), or the following patch:
>- If you can allocate 2GB (link)
To my understanding anything above that would make my PC explode worse than a pather, so any help?
>How safe or necessary are extra memory allocation (assuming only running Starsector and nothing else)? First time modding anything more than QoL mods
You can run about a dozen faction mods and another dozen QoL mods without allocating extra ram provided they're not script heavy.
The problem is a lot of factions rely on Nex/LazyLib/MagicLib and implement a bunch of custom markets/fleets as a result which start to eat in to your ram surprisingly quick. There's also an ongoing issue with memory leaks due to shoddy script implementation. In the case of memory leaks the same recommendation of "increase ram" is recommended to mask the leaks.
General rule; if you don't have oodles of ram be conservative with mods dependent on lazy/magiclib, particularly faction mods.
very
but what's most important after increasing ram is doing the unofficial upgrade to java8
think I've had to restart the game on my potato (8gig ram 2 gig video ram, old, old i5) once since getting doing it
Blonde tri-tach is the qt-est. Change my mind.
IMPORTANT MESSAGE,iron shell has been updated,thats all
Do you get to frick the vegana yet?
Yes
Do you actually frick her or does she give you some special hullmod?
Do you people unironically like this shit mod or what?
Better than DME and Magellan
Iron Shell actually feels worse than other Mary Sue factions because it lacthes on major faction, shits over Naraka star system, rapes XIV stuff and generally messing with stuff it shouldnt (DUDE TAXES haha such fun meme)
After all this shit DME doesnt looks so bad
I don't actually know what people hate about DME and Magellan besides Soren being a dumb c**t. Explain for an out of the loop moron?
everything's overpowered, breaks visual style since it's just rasterized vector illustrations
Eh, it's the only mod that "expands" the Hegemony as a faction. As far as i know, anyways.
That's my only problem as well with the mod. I don't mind anime girls as long as it's not taken overboard.
what is wrong with it? I thought it was pretty good
Basically this
I don't know the lore but I have a hard believing any serious admiral would sit around would discuss bounties or military operations with her cleavage out.
I mean don't get me wrong I love boobies but this just makes me want to jerk off not play starsector.
Nakadashi then fleeing from childsupport.
hyperspace storms are gay
Hyperspace storms are based, effectively free fuel.
Doesn't the fuel consumption scale with your speed?
Only up to 20. Everything past that is free.
Ah, I thought only the visual indicator stopped there.
>USS Black folktonguemyanus has been damaged by the storm
So? It gets fixed in like 5 minutes.
and costs you a load of supplies, which cost you money therefore making it not, in fact, free
Bro, your salvage rigs?
>his fleet isn't unreasonably large
how do you expect to cuck the hegemony out of your AI cores with that attitude?
shieldinglet
>wasting a logi mod slot on shielding
>when you can just take two salvage rigs and go infinite
I did not enjoy my Vanilla pirate playthrough. I was just too underleveled, and even if I wasn't friendly with the pirates I could still trade with them, just turn off the transponder. The only thing I experienced was no colony raids and a small bit of dialogue in one of the missions.
Here's a godteir seed for any vanilla chads:
MN-7443450078932100264
South East, Gamma New Biscay
100% hazard rating gas giant with +1 volatiles, 2 Terran moons (low gravity), Barren world ultra rich ore (extreme heat, no atmosphere, high gravity). Within Hypershunt range.
Duhzak, Core worlds
125% hazard rating gas giant, 1 Terran moon, 1 volcanic moon.
>MN-7443450078932100264
This is pretty beastly. It looks like moons can still be habitable in Duhzak
Anyone tried realistic combat with a heavy mod load out? How does it play?
Well torpedoes aren't working with it. They lose fuel and die way too early.
Haven't but it should be lulzy to try it in a separate save
man I wish iron shell wasn't filled to the ass with immersion ruining anime girls and self inserts cause the ships are actually pretty cool
Alex, fix pulsars already. They shouldn't be every neutron star and they shouldn't cover a 45 degree pie slice with their beams.
Don't want to summon the troons again but I really gotta ask, why this particular game? There's a million ebin leddit lgbt-friendly animu games out there to be infested, why starsector? A high 'tism space smuggling sim is the last place I'd expect.
Any game with a dedicated forum and enough time becomes a beacon to their kind.
Battle Brothers has a forum, a discord and a relatively large modding scene, but no dominating troon brigade as far as I know.
I guess by high 'tism I mean obscure (even after funny mememan shill), and gameplay is old school arcade-y like space rangers as opposed to modern flashy 3d lasers. But you're right, starsector is actually very simple game.
>Battle Brothers has a forum, a discord and a relatively large modding scene, but no dominating troon brigade as far as I know.
BB is very classy. It doesn't even have women as fighters/mission givers. I think it's too down to earth and scruffy for troons to latch onto.
>BB is very classy. It doesn't even have women as fighters/mission givers. I think it's too down to earth and scruffy for troons to latch onto.
Very true. Now that I think about it, all them politically flanderized factions and AI frickery is a hot bed for them. It's like a race of who can put in the memeiest donutsteel faction without care for the game's intergrity.
Nah, BB still has its modding autism. Its biggest modders are begging the developers to raise the memory cap cause all their bloated shit kills game saves over time. It has autistic factionalism, it's just there are so few modders you don't notice it.
BB devs takes a firm stance against modders though, even the mod tools have to be homebrew by some autist just to access the game file, no way theyll listen to anything modders have to say.
I love BB but let's not forget one of the first mods, and a critical component of the most popular mod, adds women into the game.
>high 'tism
That's the funny bit. Trannies are severely autistic and terminally online, so any and all 'tism games get infested with them at mach-speed. The thing is that Starsector isn't even that autistic. If anything, it seems quite tame compared to other games of it's kind. Even the ship outfitting is very streamlined, an actual autistic game would've given you the ship as a grid and have you manually place every thruster, weapon mount, reactor core, shield generator, and armor plate, and then you'd have to balance it all out yourself. This game, I'd say, is downright normalgay-friendly.
low barrier to entry, low user count, centralized point of discussion, sympathetic admin/dev
>sympathetic admin/dev
More llike spineless cucklords lmao. If they were truly sympathetic they wouldn't have let the trans pack bully people off the forum for "stealing" 10 pixels.
i thought the homosexual squad was the hegemony and their underwhelming AI inspections. why aren't you cucks fighting the troons back with paragons in quad-tachyon lance configuration
Dev didn't stamp out the Discord server, I guess.
do pather/pirate worlds get conquered in nexerelin?
Almost never, because AI factions pick targets based on market share of products. Which also means their raids to disrupt production make that market a less attractive target, so they don't conquer it.
Good, good, you waited for page 10.
Is it in my best interest to fill out my officer roster as quickly as possible, assuming I can afford them? How is xp split? I read that there are rare jacked up officers you could rescue from pods, should I plan ahead for them or are they too rare to be found reasonably?
If you spend any amount of time exploring you'll have more level 7 officers with 5 elite skills than you know what to do with. Unfortunately most of them will have shitty skill sets.
>haha what is this funny sensor ghost that's following me arou-
>Almost all remnants have Alpha cores
How did you forced the game to spawn this abomination?
What in the fricking name of Ludd is your settings to spawn that satanic armada?
they all are full of d-mods you gonna be fine
Wish there was a mod that gathered every other mod that added remmant ships and clobbered it into a single package
sorry, that's modifying and/or distributing other people's content and is double plus verboten under every moron's license
nobody cares about a moron license
i reckon i can take that with my current fleet
atleast it has no d-mods
but can somsone remind me how to get these massive lfeets to spanw for bounties and everything else? was it just max ships in the settings or was there something else?
I did mess the confit settings to mess with max ships available to both my fleet and AI fleets and possible officers to match. It makes early game difficult but late game can have (imo) fun encounters like this. I did beat said fleet, thanks to them having d-mods and me 150+ ships.
>and me 150+ ships.
anon pls
I am actually really selective of the ships I recover, and yet still have so many. But not close to the cap I set.
>increases his ship cap
>tahlan cheatworks
>still has to cheat in FOUR (4) smods
have you ever tried not being a shitter toddler? you know, as in playing the game until you get better instead of adding cheats until you don't die to a pirate cerberus with your modded 600OP donut steel super special secret tahlan portable dilation station
Are you okay? You shouldn’t get this riled up over someone else’s playthrough.
>thinks game is difficult
No
>play it the way I play it
No
>but you can't mod in cheats in a single player sandbox
Fricking watch me.
how do you even fuel it
How do you have two times Sierra in your fleet? How did you get that Vow cruiser two times? Maximum amount I can get is one destroyer with Sierra and one Cruiser with Sierra.
How are stations in that? Or is this working as intended. I've seen fleets drop out on the fringes of the sector but nothing like that. If this is vanilla no wonder the hegemony is shitting their pants.
They are not actual Remnant Nexuses but a ship which is basically the same thing but mobile called a Trikon. They are from the Yunru ship pack I believe.
As long as they only spawn a similar amount to your own fleet, possibly. I have two Solars of my own (favorite looking remnant ship) and they did pretty well before having to retreat.
my station is a "trikon" as i dont have yunru installed...its form a mod that makes actual station mobile, so its an actual station with my maxed out character
cost $8million to make
and made the game completely trivial ;(
Do those stations work? When I put stations in my fleet they were so slow they reduced my fleet's burn speed to 1 and it took forever to get anywhere. Also they automatically spawn in the middle of map so if you have a station and an enemy station they spawn on top of each other and instantly explode.
What the frick
Got the game recently, enjoying vanilla version a lot, but would like to have more alternative starts. Even better if it would be faction-attached, just like the original opening is attached to Hegemony. Is there a mod for that?
I don't want to start with strong ships at all nor play with any major overhaul, I just want to have more frigate/faction options at the beginning.
> but would like to have more alternative starts. Even better if it would be faction-attached, just like the original opening is attached to Hegemony. Is there a mod for that?
Nexerelin.
Nexelerin gives you the option to 'start' with any faction loaded, meaning you start with high rep and a commission. Starting ships are chosen by you, so you can be as strong or as weak as the choices provided. It is sort of an overhaul mod, although most of the overhauling is the macro-layer diplomacy rather than micro-layer combat and movement, and it's fairly modular and flexible. There are no custom tutorial-esque scenarios like the sequence with Galatia as far as I know
>own faction starting location: non-core
>literally the closest neighbour for three different core systems
it's all so tiresome
try disabling random core worlds
for me at least random core + non-core start did not work properly
Yeah that seems to work. Kinda wanted to flatten faction strengths but whatever.
Should I take UAF? It seems nice but what’s the word around it?
Still waiting for some response about it
It's alright if you don't mind the giga-weebery, OP stuff, and the extremely flat sprites.
I don’t mind weebshit in my Sector, more ways to bully them with pic related.
United Aurora Federation
What does UAF stand for?
United Aurora Federation, weeb mod that came out recently.
>came out
the preferred terminology is that it is experiencing a beta state transition. eventually it will undergo a release affirmation forum move.
Oh, I know someone who played it. Apparently, it's not particularly good.
It's cool, you should try them. It's under development so there's some unfinished stuff but overall it's one of the best faction mods.
can you donate a pristine nanoforgue to your allied faction to make them stronger? i am not really the kind of person that likes managing their own colony
yes, sell on the open market and the colony will slot the item in to the appropriate building, sell on the black market to have the pirates install it somewhere
this applies to items that create heavy commodity demands like the oribital fusion lamp
alright i assumed the process was more complex but that works too,thank you
just be aware that factions use the largest ship production bonus in their faction, so selling a pristine to the hegemony or persean league for example will do nothing because they already have pristines within their faction, and there are no benefits from multiples
So, if they have two planets and one already has a nano selling a second one (to the planet that doesn't have it) wont do anything?
outside of increasing that faction's global market share of heavy machinery and ship hulls, no
>sell on the black market to have the pirates install it somewhere
Last time I checked - selling colony items on the black market simply keeps them there. No pirate colony is gonna snatch it.
No. Just sell it to them.
Can I tell my faction not to use certain ships at all in their fleets?
Yeah, don't use the blueprints.
check the doctrine section, you should be able to prioritize certain ships
if you have at least one ship in the category (eg combatSmall, phaseLarge) set as a priority ship it is very, very unlikely for the fleet builder to pick something unprioritized
Can you somehow become owner of a faction using nex or do you have to start one yourself? i dislike babysitting planets for months while the initial defenses are being built
not the owner, but you can become the governor of size 4/5 colonies if you have the rep
there's also a couple of custom starts that pretty much put you as the owner of a faction, like the mayasuran navy start
i will try that once i get the chance
>i dislike babysitting planets for months while the initial defenses are being built
just don't. getting your shitball raided doesn't actually matter.
Are there any mods yet that make the game not devolve into fighting 70 capital ships simultaneously?
yeah just don't install nex
Is Archean mod good
Better Variants y/n??
After hunderds of hours of gameplay i still cant really figure out how to fit eagles properly
i blame Alex for making midtech such weird contraption
triple arbalest, triple phase lances, triple burst pd. whatever in the missiles. ITU, heavy armor, advanced optics. plenty of capacitors.
you'll need a couple of SP, it doesn't really work if you cut corners. still worse than a champ or eradictor, since alex is powercreeping pretty heavily
You don't. Energy weapons don't mesh well with ballistic weapons. The most popular build seems to be a pressure build where you use beams, but if you wanted a ship for pressure you woudn't bother with the Eagle anyway.
is there a way to get my moras to act less agressively without editing the files?
cautious officer, but not really. if you want something that's just a bunch of fighter slots and a pair of missile mounts use two condors instead
I really like the aesthetic of the mora, the giant floating orange hangar, feels very hegemony esque kinda sad there's no 14th legion version but it'd be unbearably slow then, though I guess condors have a better hangar to dp ratio don't they?
then i'd fiddle with my mora fits if i were you, they're pretty durable in close combat if you give them heavy armor, a bunch of kinetics, and an officer
Don't put anything on them but PD and missiles. MISSILES, not rockets or torps.
with how tight DP usually are I'd say Moras are fine how they are, aggressive means their guns, missile and armor contributes to the combat effort on top of fighter support. if you want passive carriers get heron
>ship built like a brick shithouse
>how do I make them less aggressive
osnwayd, as the other anon have said put heavy armor and reinforced bulkheads on them. Xyphos help too. They're probably the best vanilla wings to put on combat carriers.
Reckless officers, yes or no? What ship class, frigates and destroyers?
shield shunt onslaught
fine on slow caps, frigates you don't mind losing, or on literally everything
>Reckless officers, yes or no?
yes
>What ship class
carriers so bombers spend less time returning to it
SO Eradicator
>laptop stronk enough to run the game with almost 100 mods for a few hours at a time(at embarrassing framerates) before RAM craps itself
>not stronk enough to make use of graphics lib
>every now and then I pop it in just to see what I'm missing out on
Pain
Life is pain
I reduced my modlist from 50 down to 20 once i figured out i was not really using all those extra features and factions
ram will always crap itself, increase the allocation in vmparams, and install jre 8 instead of 7 for starsector
the memory leaks are caused by lazylib, even if you allocate 60GB to the game in vmparams, lazylib will still end up shitting all over it after enough hours. most mods require lazylib so basically you just get used to restarting the game every 2 hours or so.
as for your fps, you gotta get rid of the shit mods, and im not talking about bloat, im talking about the resourcehog cancer mods made by mongoloids - namely that would be n*xerelin and starship legends, which frick up your cpu, especially n*x as it adds like a thousand times more background battles between simulated fleets, of which there are much more, and also shits up your cpu with insane amounts of randomly generated raids and satbombings and invasions and colony expeditions which end up spawning even more trade fleets and pirates etc.
any form of "bloat" mod that just adds some ships or whatever is a few mb ram at worst and dont actually impede on your cpu, you can keep them in.
as a rule of thumb just dont use any mods which are made by someone with an anime profile pic, theyre ALWAYS full of custom scripted troony code that runs in every single frame of the game loop, by just not using mods made by the people who think they are anime girls i went from 35 fps 1% idle to 60 fps 90% idle.
if your gpu is really that bad, graphicslib lets you set lower shader settings in the config. shield warping on hits is by far the most graphically intensive one and you dont really need it
>The community-designated Must Have Mod™ is unoptimized binary botulism
Many such cases
the "community" of this game since sseth are mostly single digit bmi ironic weeb KEK UWU e-girlS dicky SEX KEK permed zoomers whose white-collar-criminal parents buy them the newest pc every 3 months, they really have no reason to care about performance (or a game thats interesting to play for longer than an hour)
>"steals" 10 pixels
>expelled, excommunicated, exiled
>secretly installs malware that fricks with players and other mods because "REEE not balans they btfo my speshul donutsteel faction"
>teehee guess i was drunk goys now that i deleted it everything's fine
Very progressive, very open-minded community I might add
What mod was malware?
DME? DA?
DME had code that would make it so his DonutSteel faction would target and wipe out Nazi mod faction NGO with Nex
HTE had crashcode if it detected NGO running
Nia implemented code that made his ships do more damage to other modded factions like the Masuryans
TASC was "secretly" logging IP addresses and geolocations of users
What even is HTA and TASC?
Old defunct mods?
google the terms followed by "Starsector"
OK im just moronic and only looked at faction mods thanks
How the frick were these morons not immidietely banned by whoever is making the game(and probably runs the forum) ?
because he's a spineless moron who's unwilling to create and enforce anything even remotely resembling a set of guidelines for modding
Honestly, I wouldn't be shocked if the superweapons mod author just threw in the towel. Imagine that you made a mod for a game that you enjoy. You hear murmurs over time that some of the "elite" of the community look down on it because it's overpowered. You continue on anyways because who cares? After a while, you get a message in your thread saying that another author has made it so that your weapons are useless against their mod because they hate your mod. You ask what's up with that in their thread, and you get treated like shit. You instead decide to sit back and watch to see what happens. Said author that did that doesn't get punished outside of a slap on the hand and a "Don't do that again :~~*(" warning, and everything goes back to normal.
Then, less than a month later, another big "elite" modder comes into your thread screaming that your mod stole from their mod and you should fix it "Now, NOW, NOW, NOW, NOW, NOW!" Out of nowhere, a bunch of other big modders are suddenly backing the guy accusing you of stealing from him, and then the forum moderators forcefully take down your mod until you resprite a weapon because ten pixels from one of your weapons vaguely looked like another person's creation.
Also, about the Mayasura mod:
I thought Mayasura was pretty alright? It's far from perfect, but I thought it was pretty alright. It definitely struggles with it's identity, though when it comes to fleet doctrine (as do other midline factions, such as the Kadur).
I'm a big dumb dumb and forgot to include this in my first post: I was 90% sure Tahl had to remove any of that stuff that made the Legio take less damage from something or deal more damage to (insert various targeted mods). Is that still in his mod? People here are acting like it is, but I'm way too stupid to check code outside of changing a few values.
I swear the modding community discord is either going to explode or kill the game when it gets released in 1.0 and on steam.
They'll do everything in their power to convince alex that enabling a Workshop for it is a bad idea, I guarantee you.
And if they fail?
Mass suicide, if we're lucky
Alex finna murk xirself fore dey a gonna kill themself.
can I have some more buzz words please sir also what shitbox are you running that struggles with Starsector kek
troonymodders hate dicky
>his toaster can't even run nex
post specs
Is there a list of what ships a faction will use in their fleet?
the faction file will have a list of tags, which include all hulls with that tag, and a supplementary list specific hulls
does this thing have an annilator pod in an off-angle large hardpoint?
5000 IQ strats. It is beyond your comprehension.
Why is there no medium hammer? Do reapers count as high tech weapons? I wanna do a low tech fleet for rp purposes but some of my ships have medium missile slots and don't know what to put in.
medium hammer is redundant and reptitive. reapers and typhoons are known by pathers.
or just use an annihilator pod, the conceptual distance between a small unguided rocket and a big unguided rocket isn't terribly large
I like big boom though
Reapers it is
Is there a mod to transfer officers mid battle?
pls respon
no
🙁
you can tranfer them into deep space
any mod that just increases the remmant faction difficulty by adding more ships to their repertorie? every mod i find just adds 1-2 ships and i dont want to install like 10 unrelated ship mods just to have a stronger end game enemy
dunno but one of the mods added another capital making them feel weaker overall
You'd have to settle for individual ship packs unless someone here puts a bunch of modded remnant ships together in a single pack like the Onslaught mod. If someone posted one on the forums they'd get an instant ban because Donut Steel
You could try the Second Wave options mod to make Remnant fleets bigger
Approlight Plus adds a new faction that uses Remnant ships plus new ships, if I rember correctly they even have a special hull mod that reflects energy weapons
you could always just open the ship spreadsheet and increase the remnant ship stats if you want harder enemies, or reduce their DP if you want more enemies
How hard is it to get into this game? What's the general feel of it? I've been interested and waiting for a "finished product" but that seems like it's just not anywhere soon.
So, if you could describe the game and give me some anecdotes of some of your games, what am I in for?
Vanilla is easy. Mods are the hard part.
Cool. So what kind of stuff fills your gameplay? What are your save files like if you get what I mean?
Explosions, mostly.
most anons here will have lists of 100+mods,i prefer to keep mine short and simple,for example just playing with 2 faction mods at a time imagining they are duking it out and just swapping faction mods once i am done with that file
Okay cool so lots and lots of mods. But what kind of stuff do you do? I'm poor so buying a game is a heavy choice for me. Answer much appreciated.
>Buy game
Anon? We just pirate it here,it's free
I feel too guilty pirating small games.
Oh please
If you're some kind of impoverished 3rd world peasant - ask yourself "Who needs these 15 dollars more, me, an impoverished 3rd world peasant, or some dude that not only lives as a 1st world indie dev of a relatively well supported game, but is also so confident in his product that he PROMOTES a review of his game thay explicitly tells it's viewers how to pirate the game?".
I live in a hellhole where minwage before tax is 150-160 dollarydoos. I ain't feeling bad for some John Doe in California because he didn't get his quarter pounder at my expense.
It's a Sandbox so what you do is up to you
My games usually go a standard way of
Exploration contracts for cash -> buy better ships -> finish main story -> establish first colony -> transition fleet from exploration to combat -> get secret op ship -> more colonies + doing bounties -> start raiding factions for items -> dominate/conquer system
That's a pretty standard gameplay loop
its comfy,the hard part is choosing what mods you want to use like skyrim
Started my first colonies in vanilla, losing money hand over fist because one was a 200hr volcanic world with ultra rich vitamins and minerals. A cryosleeper was in system so I decided to make use of it and hopefully either remove the need for hazard pay or grow the colony until profitable.
My fleet is shit though so I go running errands in the core to keep the lights on. One trip I stumble upon not one but two legions. I drafted them back home at basically zero fuel. Fix em up with a random mix of every bomber in known space, and face the guardian. Surprisingly we week it's shit. I dump the legions into storage but now I'm out of money and fuel and using distress call in my own home system because I can't afford a way station , lol
Also can't afford the cryobrevival facility either, wew
Congratulations on creating a new decivilized subpopulation sparse ruins planet for some other player to survey
Since you're so desperate for funds - your best bet is to learn covert piracy and smooggling. Run droogs and illegal weapons to poirates or space jihadists depending on how the market behaves at a given moment, and pay attention to convoy schedules so you can whack one with valuable cargo and create a shortage/surplus to capitalize on. Just remember to keep your transponder off and save often.
Vanilla colonies are actually quite shitty, their only real purpose right now is ship construction for easily customizing your fleet. They do make frickloads of money when properly invested into, but this is one of those "You can get rich, you just need to be rich" schemes. By the time you learn how to make the kinda dosh needed for a stable colony startup - you're probably already a professional smooggler who has more millions than he knows what to do with, and the millions you'll be making from your colonies at that point will just go to your Scrooge McDuck pile.
>one colony
>200% hazard
>only minerals, no food
bruh that will never be profitable
how2colony 4 idiots:
pick system with 3+ planets
one planet must be 150% or lower with adequate farmland or better
one planet must have no atmosphere
across all planets you must have all mineables, double up on ores unless they're +2
you want TWO (2) colonies minimum right from the start, if you're thinking 'okay I can make one colony now and come back later when it's going good' then you're doing it wrong
industry priority is farmland, ore mining, heavy industry (this goes on the airless world), light industry, military base (extreme heat world if you have it, hot otherwise), volatiles mining, light industry, fuel production (also airless world)
commerce is a scam, as is any ruins below vast unless you're ready to throw an alpha core in it, which means fighting off hegememe doomfleets
build patrol HQ on everything, they stack
super bonus points: build in a system with active remnant fleets, DON'T clear the fleets, get free cores forever, bigger fleets = better cores
I have two colonies in the system, one 75 hazard with farm, one 200 hazard with mining. Both with orbital station and patrol hq. Farm planet makes like 10k but the mining planet loses like 30k.and then I carry around a bunch of freeloading administrators I pulled out of stasis, which maybe I should dump?
Anyway, I wound up dumping my entire fleet into storage except a hegemony Buffalo and set off with my last 50 fuel, my gamma cores, and my stash of drugs and limped back to the core to become a small time drug smuggler. Whatever keeps the lights on.
It was pure bombers because I was only going to fight the guardian and come back. Two legions worth of mixed bombers plus a heron actually wrecked the guardian in under a minute with no losses.
I need to learn this. Just buying legit at best price and selling black market at places with a shortage is barely profitable.
Well, no ship losses, anyway. RIP bomber pilots #56, 74, 88, 91, 104, 109, 155, and 162
What's your stability, accessibility, and size on your colonies? All three of these are a big deal, in that order.
Farm colony is size 4, stability 7, access 28%.
Mining colony is size 3, stability 8, access 78% (megaport, improved once)
With the extra access, it's actually bringing 3k profit
Ok, stability looks fine.
28% accessibility is absolute garbage, so not surprising you're struggling to bring in profit. It has a major impact on your export values, so you need to work on getting those up if you can. Get that megaport up, and try to make friends if you're at war with too many people because hostilities really hurt your accessibility.
Size 3 and 4 are still very small, so with a bit of patience you'll see your profit bump up quite a bit as they grow as size directly affects base tax and the output of your industries.
>Two legions worth of mixed bombers plus a heron actually wrecked the guardian in under a minute with no losses
Not trying to sound like a sweaty gaymer but that's not really a great thing. A single Onbawd will kill a guardian in about a minute too without taking any damage. Any single high tech ship can fly up and blow its ass out, any officered midline or low tech brick can duel it head-on and win. Now that I think about it carriers are actually the worst way to deal with it because the guardian always spawns with locusts and 1231231231 pd weapons.
Yeah, but I'm broke and it's free real estate.
Hey I was just saying. If it works it works
>one colony
>200% hazard
>only minerals, no food
Literally what i do most of my runs to keep myself in the green after galateia hand me downs run out.
>plop colony in one of the unclaimed core world systems
>don't let it grow past size 4
>enjoy easy 30-40k a month while searching for a perfect system to settle in
Check your skill threshold, by default it is set to something insultingly small, radiant alone without cores barely fit into it and cores multiply automated ship score for threshold exponentially. It is really fricking dumb system that actively punishes you for having fun.
>running pure bomber
Never do this anon. Put in some escorts like broadswords or claws to screen for them. Some fighters are actually pretty close to bombers in terms of damage they can put out if left unchecked, like warthogs or thunders.
>But what kind of stuff do you do?
Core gameplay loop is just explore, kill shit, loot stuff and buy better ships/guns. You also get to build your own place later. Mods add more variant to that but don't deviate much, except maybe for nex which turns it into sorta 4x game. Think mountnblade in spaec.
>get tired of lag in hyperspace
>tell adjust sector not to generate storms because apparently that's what's causing it
>just flat out doesn't generate any deep hyperspace at all
cool
I feel like I'm not getting something here. I got the auto ship skill trait, and I'm using every possible CR improvement hull mod. I don't get why you can't use these damn ships. It's even more baffling how alpha cores make them break immediately upon entering battle, because for some reason they don't like having CR.
I'm about 5 seconds from dropping these POS clunkers from my fleet.
You fricked it with a mod.
Well, I've got about 20 mods shoved into this save, so lucky me.
Get a mod that edits skill thresholds. Set the value to 10000. Enjoy using AI core controlled ships. I have an entire fleet of derelict drones and it is mad fun. A bit moronic, since they are weak and slow. But seeing the entire enemy fleet evaporate over time is fun. Even more fun is seeing and enemy cruiser melt with a million fast drones around it. Reminds of the Nicholas Cage "Oh no, not the Bees!"
https://fractalsoftworks.com/forum/index.php?topic=20265.0
This also allows you to edit out other nonsensical restrictions and is easy to use. Just open the .config file and edit the values. I set everything to 10 thousand and it is lovely.
>Aria in the mega crashes
Re.
How good are the colony builder part now?
Settings for bigger fleets?
Look it up moron, the games been out for over 10 years, you'll find a thread on it somewhere
Just go in to the settings.json or whatever and change the max ships in fleet value. Should do the same for max officer count and adjust max fleet dp size as well
Do fighters stop being shit when you hit a critical mass?
I use fighters for overwhelming shields and delivering EMP damage. They're basically big re-usable missiles.
are there any good faction mods?
something that didnt get rope into those troonmodders faction arm races drama?
been looking at non playable faction like Hive Swarm
since most Donut Steel factions usually are more stronger than vanilla's at least this one will fit a theme
No, just get standalone ship/weapon packs.
Iron shell is pretty fun
The Valorousis the only ship I'll fly these days besides the Ziggurat
Just remove the animu portraits if they annoy you
Can i remove everything except ships?
Yeah but you'd have to go into the csv file and start editing shit which would be a pain
Better off just running ship packs like the other anon said
HMI is a good mod if you want exploration content and boss fights/unique enemies, you can kinda just ignore the faction it spawns, they're pretty weak
>want to download some azur lane portrait pack
>see one
>remove any e-girl(child-like features) characters so you are safe from the FBI watchlist.
I thought modders love to groom children
>download a bunch of mods
>now the explosions are no longer blinding pocket suns but some weak shockwave lensing things
How do I turn them back into that? Is it GraphicsLib doing that?
Multiple mods override the vanilla setting. Look for "enableShipExplosionWhiteout":false in their settings files and change it to true.
Thanks anon, will check that out
Wow, very nice anon. Are there more images like that of the space ships in the game?
I played this 2 years ago. Have enough things gotten better to warrant a replay?
No, frick off.
remember when /ssg/ die because of the nazi mod thread war?
also I wonder if anyone saved the anon XIV shippack?
I cant find it again cause they keep nuking each other pastebins back then
the nazi mod was a shitty and lazy mod that became a meme because of the chimpout the schizo homosexuals had over it
in fact the chimpout continues to this day
Face it, NGO is better than your gay furry mods, discordgay
jesus christ I haven't played since 2017 you oversensitive homosexual. go find your father and ask why he failed you
>shitty and lazy mod
There seems to be a pattern with starsector mods.
did we ever know who was the one chasing him all the way from the forum?
I only remember that it was just another modder who hate it so much he want to get rid of it off the internet after it already banned from the official forum
>All these anons needing dozens of ships when a single ship is enough
heh
What in the wehraboo is that
Does it work fine in this version?
Mine does at least
Where did you get the latest Aria from? The one from Nexus is outdated and the one I last played with only had the outpost and the destroyers
does anyone have the EVE online music pack?
How the frick do Azalean (from Kingdom of Royal Azalea) grand invocations work now with the 0.95 version? They were based on the amount of skills you had invested into the 4 skill trees of the 0.91 system, but the 0.95 skill tree is different from that. Does it still work the same with the GI being based on the skills you've taken or is it calculated differently now?
Quick question, how do i build up relationship with Ava Nitia? Do i just have to keep paying taxes or is there an easier way?
By satbombing her and everyone in the planet and station.
You're meant to build relations with the other Iron Shell vips
A lot of the Iron Shell stuff isn't fully fleshed out or implemented yet, just like UAF
How hard would it be to make a mod comprised of purely modded Remnant ships from other mods? (assuming no special weapons or hull mods from separate mods)
literal copypaste
How the frick do I work around the Conquest's shit shields? I love her with all my heart but I swear to God outfitting her is aneurysm after aneurysm
You don't. Use it as a longer range artillery and missile platform, and use your shield to catch missiles. Alternatively, shield shunt it, toss on heavy armor, and slam it into melee range.
MIRVs, Mjolnir cannons and a kinetic medium weapon with that targeting hullmod.
it's actually a gun flux discount. compare:
>buff shield Conquest
>0.7 shield eff, 10k flux cap, 850 diss
>14.3k effective shield, recharges in 12 seconds
>firing two mjols uses 156% of flux diss
>firepower conquest
>1.4 shield eff, 20k flux cap, 1700 diss
>14,3 effective shield, recharges in 12 seconds
>firing two mjols uses 78% of flux diss
>lame "standard" conquest
>1.05 shield eff
flux cap
>1200 flux diss
>14,3 effective shield, recharges in 12 seconds
>firing two mjols uses 111% of flux diss
It is not supposed to tank in the first place. Conquest is essentially long range (missile) artillery with engines. Also don't try to gimmick build it into double broadside. Choose your main side and stick everything there, slap some flak on the other and call it a day. Ai is smart enough to know how to face side with guns to enemy.
>don't try to gimmick build it into double broadside. Choose your main side and stick everything there
You mean the frontside:
https://files.catbox.moe/0t7cqh.zip
>cheating
Das rite we finna murk dis cracka ass.
Disgusting. If you use this, you are a cheat and failure.
Just use the Atlas MK.II at this point, infact it's even better than the conquest with it's frontwards firepower and accelerated ammo feeder
So does DME have anything malicious in it like Nia's stealth "balance"? I want to know because I don't really play with custom factions and the like, only ever using faction mods as pseudo ship packs by adding them to preexisting saves. Do DME ships have scum written over them?
answer me c**ts
murk loar b***h
The guy is an autist with a persecution complex but the mods are clean.
conq gets more survivability out of accelerated shields than hardened
I fricking hate how Starship Legends work ngl, the negative traits are quite difficult to scrub off unless you’re the one piloting the ship. I have yet to see a negative trait removal on other ships like the ones I don’t pilot or automated ships getting their negative traits swapped for another / removed
Just abandon it and be free.
I removed that shitty bloatware after he decided to LARP as gamedev. Same with ExtraSystem. I don't need balancing in my single player always offline sandbox game. I need creative and unique ideas that allow me to have fun by breaking the dogshit balancing decisions made by the worthless lead dev of this game.
Game's beyond fricked and beyond overrated. Once you make good hours playing with revamp mods enabled(like Nex, SotF, IndEvo etc)you'll realize just how fricking much the game is lacking. MUH SIMULATED ECONOMY
>I don't need balancing in my single player always offline sandbox game
Explain yourselves, Gankerermin. How did you allow game journo tier parasites like this one to fester on your website unchallenged while crying about not having an easy mode in games?
Every single homosexual who has ever uttered the phrase "singleplayer games don't need balance" is an oxygen thief is long overdue for a painful suicide.
>you aren't playing the game the real way unless you play it the way I like it
Correct.
Too bad, now excuse me while I add another atlas to put alongside the 40 others in my 200+ ship fleet
If it is said to you by the developer of the fricking game thay you aren't playing it the way he intended - then unironically yes, you aren't playing the intended way, you single digit IQ smugposting octoc**t.
And what are you gonna do about it b***h boy? Go to my house and punch me for not playing the game your way?
Nobody's gonna demand for you to conform to the intended, projecting moron, I only ever go to your house to frick your mother, eat all the cookies she baked for you, then blame it on you.
(You) are the one whining about balance being a thing that exists in videogames you play because waaa waaa muh cheese strats I have to think and do stuff now waa waa.
Nta but
>Starsector
>Balance
If you actually think before posting that, you know how that’s definitely not true right? Vanilla game can be broken under a single hour or 30mins or less after making a new playthrough. Which can be:
>getting Radiants and buffing their CR with alpha cores, put all on CR. Respec if you have to. CR is not 100, but radiants paired with alpha cores are still murder rape machines that can turn the entire battlefield its oyster. Even better if you can assist it.
>you can get an easy free Radiant on the red planet quest for you to scoop, alongside other goodes
>smuggle the shit out of the market. Sell your goods at places with deficit. If not, sell them to pirates and pathers
>go dumpster diving in the fringes to get yourself a free capital and other valuable goodies
>might even find a planet you might like
>the colony mechanic as a whole
>player-controlled ships are still more competent than AIs will ever be
I can list more. But goddamn dude, you might want to wind down a bit on your balance crusade. People here just want to tune the game to their liking and that is fine. Alex is fine with you fiddling with the config file as long as you’re getting to like the game.
not that anon either, but you dumb frick missed the minor detail that its not actually possible to get all the character points needed in under an hour, let alone the ships/money needed to defeat a radiant, unless you're using said cheat mods which add donut steel superfrigates and superdestroyers and supercruisers just laying around for you to grab early in the game, nor can you get the money to buy the strongest ships by trading, unless your modded faction does the typical modded faction thing where it adds pirate and pather planets with permanent extreme shortages in everything so that you can get millions of credits by supplying them, some mods make arming chalcedon look like hard labor with their pirates/pathers in core planets that buy supplies for 400c
>nor can you get the money to buy the strongest ships by trading,
if you exploit chalcedon you can. dude's still a moron though.
Agreed, but that still takes a plenty of time.
homie, we’re not talking about modded SS, and yes, you can level quickly with the use of story points. Which, again, makes the balance less relevant because story points are there for you to use as you see fit. And have we forgotten that high tech vanilla ships are still strong as frick? Especially there’s a bunch of them floating around in the fringes. You’re making it look difficult but it’s really not. Chalcedon and Epiphany are always bankrupt even in vanilla. That one pirate station in Magec and Chico are easy smuggling spots even in vanilla.
I also forgot to add that you can also take commissions, but that needs effort a bit to get it running. And lastly, contacts allows you to get a steady job if you want to be more patient but with a safety net.
you were talking about "under 30 mins" and now you bring up contacts that give missions twice per cycle and commissions which take hours to get the rep for them first. but even if you use a mod to cheat into a commission start right away (n*x) you still get a fraction of a cruisers price per month, although your delusion about the ease of aquiring a radiant probably stems from the fact that you've never played vanilla and only use nex with a level 10 start, a grand fleet, and 5 officers with a commission or whatever
youve never tried playing the game without UAF or other mods that add instakill energy weapons have you?
EVERY SINGLE patch - in both 0.95 and 0.95.1a - has been about nerfing armor tanking, hull tanking, armor skills, and other skills and hullmods which benefit lowtech the most, and lowtech still slaps hightech around after all the nerfs, purely due to having kinetic dmg and being able to vent in front of your gay bar laser show (to assert dominance)
the hightech doctrine has always and will always be nimble agile skirmishers for alpha strikes, and thats definitely OP for a human player, but the human player only pilots 1 (ONE) ship as opposed to the rest of your entire fleet, and the ai simply is better at sustained pressure starts than hit and runs, and hightech dies much more often in ai hands, especially since the ai loves venting at high flux for some reason
>And have we forgotten that high tech vanilla ships are still strong as frick?
no they're not. have you even played the game the last couple of years?
>Especially there’s a bunch of them floating around in the fringes.
no there's not - homie we’re not talking about modded SS. sector gen spawning non-legion cap/cruiser derelicts is vanishingly rare. go on, you can look up the gen mechanics yourself.
NTA, but
>under a single hour or 30mins or less
Lets see.
>getting Radiants and buffing their CR with alpha cores
1. You can't powerlevel to Automated Ships in "a single hour or 30mins or less" without straight up cheats.
2. You also need to get a fleet that can handle an Ordo, find a plenty of suitable ones, and farm them until you get salvageable Radiants and Alpha Cores. That cannot be done in vanilla in "under a single hour or 30mins or less".
>you can get an easy free Radiant on the red planet quest for you to scoop, alongside other goodes
1. The Red Planet quest relies entirely on rare bar event spawns, you cannot guarantee getting the ones you need in a short period of time.
2. The Radiant over the Red Planet is not guaranteed to be salvageable. It has the same chances as any random Ordo.
3. It's not free, as you still need a fleet that can actually deal with it.
>smuggle the shit out of the market. Sell your goods at places with deficit. If not, sell them to pirates and pathers
>go dumpster diving in the fringes to get yourself a free capital and other valuable goodies
>might even find a planet you might like
>the colony mechanic as a whole
That's not "unbalanced" - it's just the game content, which requires a plenty of time to bear fruit. So what about that "under a single hour or 30mins or less "?
Honestly, you seem like someone who literally never played any vanilla at all, but has all the opinions about it.
phrased more eloquently than i could, thanks anon. might actually probably be a waste of time to argue with godmode """""""""players"""""""""" tho
That anon, but my whole point is that anyone who b***hes about attempts at balancing a game and claims that balance shouldn't exist in a singleplayer game is a b***hBlack person who is wrong and gay. I know the game is trivial (which makes whining about it even funnier), on my last run I reached 10 million creds before my Galatia stipend even ran out, but that's just not the point.
I literally said that nobody is gonna do anything about you tuning the game to your preferences, but being a b***hBlack person and throwing fits about devs trying to balance shit is worth at least a passing suicide encouragment.
anon, he (forever male) avatargays using an anime girl with pink hair, he will do just fine without any encouragement
let us strive for excellence in all things
I gave enough benefit of the doubt to assume the pink hair smugposting moron is indeed not the same anon as the white hair smugposting moron.
...In retrospect, that may have indeed been foolishly naive of me.
White hair smugposter here, I think you're a Black person also
Of course you do, I tore you a new butthole and you ran away in shame, figures you'd be unhappy about it, homosexual.
What are you talking about schizo?
UHM<. AKTUSALY. I BELIVE IT WOULD BE "WHO", NOT "WHAT" IN THIS CASE.
I'm talking about your urgent necessity to have a nice day, seeing as you are apparently not even capable of deciphering letters and words on the slovakian goat cheese making board, much like this niglet
who still thinks someone cares about him modifying his game.
And also
>dude's still a moron though.
Learn some reading comprehension before slinging shit, you turbohomosexual.
i'm not him. i think you're even more moronic now.
Who is him? I'm replying to my own post as in to continue it, then I addressed you.
Stupid fricking mong, dunk your head in sewage.
That's not even your post you slimy false flagging israelite I posted that
>he knows the developers name????
>he cares about what he says
just come out as a homosexual already please
>HURR DURR BURP DERP
I accept your concession, you ass-gaped monkey.
just make sure your boyfriend has been updated on the situation sweaty
I'll make sure to notify your dad after I'm done railing him, buttercup.
I uninstalled the instant he forced negative traits on every ship
I was wondering where my reaper torpedoes on my flagship sunder went
When I played in 9.1 it had the option to tweak the bonus vs malus chance? Did the gay remove it? I'm checking the current version there's only the option to set maximum negative trait to 0, maybe try that.
Captcha:8PMGAY
Upon further inspection you can also set
>"averageDaysBetweenTraitSidegradeSuggestions":30 to 1
>"traitUpgrade":2.0 to like 20.0
So that you're 10 times more likely to be offered to upgrade your shit everyday.
Or maybe set all the other events chance 0 so only the upgrade event pop up. These are only multipliers, they're not base chances so I'm not sure that'ill work.
Frick, someone finally brought it up. How can i remove the minor negative traits that my ships have already? I already edited the settings to give me all positive but I can still see orange texts of negative traits. I wan to fix both my ship and my other ships’ negative traits. This also includes automated ships like the Radiant and the Doritoslaught
Same anon again, I found out that bar events are pure RNG but one of my officer’s ships’ negative traits got repaired in exchange for lowering its loyalty from fierce to just loyal. I guess it just takes so long to pop up. The modder should make said bar event more often tho, just to make it look like the crew more happy that the ship reached sector-wide popular
I wish setz made another portrait pack like he did with unreal world
>waaaah the mod should make all of my ships stronger in every stat without any downsides or tradeoffs waaaaaah the modder is such a moron for making it so hard to have all-around straight upgrades with no weakness
its okay anon, alex thought of this; until you turn old enough to post here you can go into the starsector-core folder and in settings.json set god=true, then you won't take any damage and your weapons will do 100x more damage. or do you want me to make a mod that does that for you?
>that greentext
Oh hey, you came back. Aren’t you the dude who spammed with that kind of rhetoric that got a mass delete?
Hi PureTilt
>mod in Starship Legends
>logistic ships get negative traits for no reason at all
Dropped that shit.
>buy used car
>ac suddenly stops working for no reason at all
woooooow
i set my SSL to give mostly negative traits
>when someone cares about how others play their single player sandbox game
it's sad really. you either deal with multiplayer shitheads or single player thought police spergs
Help a moron out. How does EMP damage work against shields. Is it just 100% damage as flux, or?
>How does EMP damage work against shields.
EMP works as bonus damage vs. weapons and engines. It does nothing against hull, armour and shields.
Anons, can you give me a good loadout for the Lasher? I really like it but I can't balance it's flux well enough for it to truly excel.
Safety Overrides, Expanded Missile Racks, and maybe Auxiliary Thrusters. Rip off everything but the torps and tell them to retreat once they've dropped their load.
Then why not just swap it out for a kite?
Safety Overrides are required to unleash the potential of the Lasher since it hasn't got enough flux for all its slots and is extremely mediocre without it. It's best to just get Pather Lashers. Then add weaponry to your taste. It'll still be a underwhelming frigate, but it's better than nothing.
If you're gonna go out of your way to get pather frigates - look for Brawlers. They're unironically good ships that I'll probably focus on once I start a wolfpack playthrough.
I fricking love mods with forward frontal guns built into the ship.
>play a random sector
>the top volatiles production for the whole sector is 3
>every single market is stuck in a permanent fuel shortage
Finding a derelict frigate with inbuilt Safety Override is a great feeling
These things made my autistic completionist brain sperg out because it dawns on me that it is possible for the game to have on objectively superior version of some of my ships and there is absolutely nothing I can do to get them save for praying for statistically impossible RNG.
I like it because it makes exploring more worthwhile and makes me use ships I otherwise wouldn't
The problem is that the built-ins are completely random and something like a ship with a built-in SO, let alone one that is actually good with SO, is an exceedingly rare occurence that many/most players may very well never encounter. I think XIV Legions do a better job at what you're describing.
>But I don't like XIV Legions
Then I believe having more semi-unique derelicts that would suit your fancy would be a far superior solution to this.
Legions will always be Legions, but I like the idea of not knowing what ship will end up with it. That said, they could stand to be just a bit more likely to spawn on derelicts so the situation you described happens less.
I'm lile 87.5% certain that the only reason those SO derelicts even exist is because Alex either didn't remember or couldn't be bothered to fix it after he made SO non-built-in-eable because of how unlikely they are. As it stands - it will either be deleted, left abandoned, or we will get builtineable SO back. I'm fairly confident there won't be improved chances of getting SO derelicts. Although, honestly, I'd be happy with any method that would allow me to feasibly obtain a fully Best-In-Slot fleet.
Does loot get better further from the core worlds or is it just random?
Yes, unless you use Adjusted Sector, in which it gets better until the usual distance from the core, and then drops off to garbage again. Same is true of Remnant spawns.
This seems to be a hardcoded vanilla thing that Alex has to fix and as far as I'm concerned makes the mod useless.
turk can you please hurry it up with the remnant dating sim sex mod
you dont understand its a genetic condition i NEED my alpha core to impersonate a tsundere femdom mistress catgirl gf to sex me
>hey dude please help me jerk off (no homo)
its a real beta b***h nignog move to go back on your word, turk
SUCK MY DICK STUPID COMMUNIST STORMS
What's this from?
screenshot name
NO
Thanks for the info, anon, very kind
just on grumpy mood today,sorry
is this thread being raided or is it usually this moronic
youd be surprised, but the average cognitive capacity has increased tenfold in the vst threads as opposed to the g*nerals. those threads were, as you should expect of vg, completely exclusive discordtroony circlejerks with home of sexuals avatargayging and roleplaying and unironically spamming so much dicky e-girl pussy for their troony avatar circlejerk larps that starsector is permanently taboo on vg now. at least these mongs are "merely" a vocal minority here
>starsector is permanently taboo on vg now
Wait, seriously?
Lmao.
yeah, any thread with starsector in the subject gets deleted out of fear of the discord homosexuals flooding it with their smug dicky cp
Nice try but the reason it died is troon thread hijacking, not e-girlspam
i thought it was because of forumtrannies dmcaing the links in the op for hosting irregar mods
That also happened but was before that
Both, but usually the latter because anons forgot to ignore baits
starsector playerbase is in general made up of utter imbeciles
I-i am not an imbecile
Only objectively correct post itt (except for me everyone else is a moron)
smug dicky portrait pack where
smug dicky ship pack where
try Yuri
I want to frick AI
>no coom mod where getting beaten by remnant gets you brain washed to join their faction and wipe out humanity for a robot waifu
I. you cant mount pilums in the small missile slot
II. you cant mount a tactical laser in the front large (why would you even want that)
III. rear right energy mount doesnt let you mount a vulcan
IV: annihilator pod in a large missile is possible, but fricking cringe
come on anon, tri-harder next time ;^)
>you cant mount a tactical laser in the front large (why would you even want that)
Akshually you totally can. It's moronic, but it's possible.
> rear right energy mount doesnt let you mount a vulcan
I think the right one (ship's right, not out right) is supposed to be an Ion Beam. No idea wtf either of the twin-linked covered turrets are supposed to be.
>Akshually you totally can. It's moronic, but it's possible.
you cant, step-down works one size only: you can do mediums but not smalls in large points, try it yourself
Hory shet.
> >500 hours in the game and I didn't know this
What's next, a speed-up option for the overworld?
Does anyone have a link for the latest UAF version?
whiskey pete my beloved
Hehe guys look what i found
SO was a mistake and should have never existed in a first place
Just make it only available as build in on few hulls P and LP as shielded cargo holds are. There quick and easy fix.
Onslaught sisters...
>he can't pull it off with a kite
>reading above about gays fighting on playing vanilla SS
>/vst/ claiming high tech is shit
You Black folk are really dumb as shit on building your ships. As if the AI knows how to build their ships, they’ll just die fricking fast, even a moron who just slammed his face on autofitting an Aurora is more than enough to frick over an AI opponent. Even better if you’re the one who customized your ships
hello gentlemen. I come in a time of great need. Recently I got into HMI but cant seem to find all the secret content. specifically Manechester. Are there any hints I can go off of to find it?
It’s a blue giant star system that looks like nearing out of bounds.
1s hint is in a blue giant star system called manchester, hints are in the system which tells you to go to the fringes of fringes to check the domain reconstruction effort thingy. Like
said, it’s near out of bounds. There’s also something about Seele, where you go to one of HMI’s systems and you can see a research station there on the farthest side of the map. Check it to register a red star system called SEELE, which is nearby. Enter there and be ready to fight an Evangelion reference. Memes aside, they’re actually terrifying to fight because of how ugly they look
Man, my computer chugs on some effects. I'm using an AMD card on linux. Anyone have suggestions? These would be modded effects like one of those beam weapons from ArmA.
amd chugging is opengl issues, which if you are on windows are fixed by using the insider beta driver, and on linux you wouldnt have them at all, because you use the MESA driver, right anon? youre not a brainlet waterhead who uses the amd driver, right?
>youre not a brainlet waterhead who uses the amd driver, right?
Um.
I dunno. When I grep for mesa I see it. using glxinfo
no like 4 real though I donunt understand.
Someone recommend me a good trade fleet and a good combat fleet
KEK
didn't think my post would produce so much seethe; here, let me repeat myself
SINGLE PLAYER ONLY
ALWAYS OFFLINE
SANDBOX GAME
I OWN IT
I DO WHATEVER THE FRICK I WANT TO IT
AND IT IS TRASH IF VANILLA
goycattle Gankerrannies need their shit to always be liveservice curated garbage with 6 gorillion youtube guides and 300 pro-players streaming to live vicariously through
>through
helo turkler pls give me an ai gf for rnemant sxe
Last time I played was may last year, and I'm considering starting another run.
Recommend me some mods, please. I've never used different factions, so I wanted to try some and some new ships but I'm never sure what would be good.
here you go buddy
Thanks I'll check some of them.
My favorite ship was the Onslaught XIV even though it has so many issues, what would be the best ship mod for me.
>My favorite ship was the Onslaught XIV... what would be the best ship mod for me.
Onslaughts Intensify - moar slaughts for the slaught-god!
https://dropmb.com/Zsiqn
It basically adds a bunch of rare onslaught blueprints to the fringes. The more you explore the greater your chances of finding a unique slaught but there's no guarantees as to which ones.
Faction when?
the little onslaught frigates are so busted
I miss the crystalite
whats wrong with the Mayasuran Navy? it the only one from your shit section I have
>underworld good
>cabal is purple painted vanilla ships with roided stats
And now i know your opinion can be safely discarded.
Underworld is more than just purple ships moron
And, unlike other cringe shit from other mods, can be disabled
Or i can just not deal with cringe faction mods in its entirety. I had enough of a pain trimming fat out of nex to bother doing it with every dunotsteal faction mod that has some nice ideas hidden somewhere inside.
I am first playing Underworld, mainly to buff pirates, and have not interated with the Cabal much.
Aside from the purple ugly skin, are they that bad? From a gameplay perspective I mean
By the way any of you dissable the Prism Port from Nex? I am finding it too perfect for lack of a better word, clean hulls and stable market, etc. Which feels a bit like cheating if you use it often.
Also any thoughts on the recently added remnant agent from there?
Apparently in the later stages of the game the cabal can jump your ass with multiple big ass teleporting fleets when you enter/exit hyperspace.
>the cabal can jump your ass with multiple big ass teleporting fleets when you enter/exit hyperspace.
It's not just cabal, there's several mods that do this.
Everything about nex is cheating
ApproLight is a good mod, I like it.
Roider Union has very meh ships.
Shadowyards have amazing capital ship.
Also, why everyone likes Ko Combine?
Can't beat the KoC.
>Also, why everyone likes Ko Combine?
lol it's just that guy shilling himself incessantly
>Mod is good because i like op ships
ApproLight is ridiculously OP. Typical Chinksector crap.
>Also, why everyone likes Ko Combine?
It has a plenty of effort put into it, but at the same time it's very mild and meshes with the vanilla pretty much seamlessly. Which is exactly what many people want from a Starsector mod - the same stuff we love about Starsector, but more of it.
Thanks. That was the intention.
>It's a little crazy now that it has the gogol stuff.
The good news is I don't plan on adding any more unless Alex adds content to the base game that fits in with it.
>but really it's just geist that's insane. overstated, undercosted, and with an insanely consistent damage output that dunks on the very concept of alpha strike.
This is the first proper feedback I've received on the Geist, any ways you would suggest tweaking it? Recently bumped the monthly supply cost and I'm currently seeing how it feels with a reduced flux capacity in order to reduce its loiter time. Another idea was to revert the Universal mounts back to S.Missile/L.Energy but it feels a bit weird given how Phase ships lean towards universal mounts.
Gimme your thoughts.
the general stats on the ship are really high in many places. it's base flux dissipation is really high. even if you didn't invest into vents at all you'd still have enough dissipation for 2 light needlers, tach lance, and ion beam. the base flux dissipation on it should be no more than 800. it's armor stat is also incredibly high for what it is. phase ships shouldn't have armor like low tech cruisers. yeah it's supposed to be a more typical ship that primarily relies on its weapons compared to its fellow phase cruiser doom but it shouldn't have anywhere above 1k base armor. obviously, the AI isn't going to perform well with it given that its potential lies in maximizing its output with phase anchor and elite field modulation but you shouldn't base what stats a ship has based on AI performance with it.
>phase ships shouldn't have armor like low tech cruisers
they should, actually. unshielded ships need a shitload of armor to have any durability at all - harbinger has as much armor as a mule, and the doom has a hefty 1250, equal to a mora.
so, if we want to make a phase ship that's even slightly more durable than the base game's pretty fragile models they do need armor like a low-tech cruiser.
>but you shouldn't base what stats a ship has based on AI performance with it.
yes you should, or enemy fleets will fill up with over-costed garbage
Thanks, did a passing flux-nerf:
> - Geist - Reduced flux capacity (9000 -> 8000)
> - Geist - Reduced flux dissip. (1000 -> 800)
> - Geist - Increased phase cost (0.05 -> 0.06)
> - Geist - Reduced ordinance points (145 -> 135)
Kept the armour where it is though. Feels tighter but not a significant nerfed.
Also started a re-do of the LG_Conquest (pic.rel)... the weapons are placeholders till the new Diktat-shit comes in. Current plan is for the Graviton beams -> Kinectic Blasters and Autopulse -> Gigacannons. Given, last news, Alex wanted these weapons to be exclusive to the LG I might have to build in the Gigas.
this is supremely stupid. why would you nerf the ordnance points and not the armor. it should be the other way around. the armor should be nerfed but not the ordnance points. all you've effectively done is make elite ordnance expertise a necessity for piloting the ship effectively and nothing else. it shouldn't have much more armor than a doom. 1350 at most. it's still severely undercosted at 25 dp.
the ship in question is designed to be have its performance maximized with constant phasing since it has a built in mod that increases the time dilation effect while phased resulting in quicker reloads. the AI is incapable of doing this. even overstated and undercosted as it is now the gogol AI plays poorly with it.
and neither mule nor mora represent the typical low tech destroyer or cruiser respectively. enforcer is the more typical low tech destroyer and it sits at 900. dominator is the more typical low tech cruiser at 1500. the phase ships in question are also significantly higher cost than their armor equivalents as well. doom costs nearly as much an an onslaught but has significantly less armor. harbinger costs as much as en eradicator but has little more than half as much armor. geist has 1500 armor and costs 25 dp.
>Also, why everyone likes Ko Combine?
it was pretty cool when it was just KoC. it's a little crazy now that it has the gogol stuff. but really it's just geist that's insane. overstated, undercosted, and with an insanely consistent damage output that dunks on the very concept of alpha strike.
I agreed at first, but I feel better about it after I found out that mbaye-gogol comes from a vanilla item.
osiris alliance is the most no-bullshit faction mod that exists so far. all the ships are broadsides, so like the oddy and conquest theyre by far the most fun player ships youll ever experience, while being useless in ai hands. no reason not to get it if you like good ol broadsides really, and the weapons are very "vanilla" and complement the roster nicely without bullshit.
star federation adds a lot of very versatile hulls, rather boring but it fills your fleet without pissing all over the combat.
machina void shipyards has some serious texturing work, probably the best art of any mod while still looking like starsector. the main feature of those ships is that theyre a "true" midline, sustained dps focus and all that, while being an overall solid midline doctrine fleet, as opposed to our beloved moron dev just calling every ship with a unique gimmick "midline".
everybody loves KoC, of ludd and lions, and stinger shipyards(forum is outdated, get it off nexus) are made by ourguys and add some fun ships without adding lore-breaking deviantart OC tier factions with anime foxgirls.
epta consortium adds custom scripted weapons, similar to BRDY, which can be used for borderline op strats, if you combine them right, but its still rather pleasing to play with.
better deserved s mods is a MUST HAVE and alex is a nignog for not making s mods work that way in the first place
They should add slightly different dialogue when you're talking to people from your faction
>talk to military guy who sells surplus ships
>instead of the usual "Captain, I presume?" and shit he actually acknowledges you as his superior
>the dude haranguing the official about pirate raids should notice you are literally the owner of the planet and either ask you for help "since no one else is listening" or berate you for letting it happen in the first place
At least the delivery guys go "oh, it's you sir"
Honestly, i would really like more interactions with your colony.
Especially with administrators and our AI Cores.
Like, imagine if you can add an AI core as a mission contact and get assigned missions from it, or some comments.
You know what, i would also like options to change the look of the bar like if it was the character portrait selection screen, and the market music as well.
I really would like to have Diktak music on my bar, or even other tracks.
Getting different responses to people on the bar would be pretty good, as well as special bounties from your own security forces at the bar asking you to destroy stations.
You can actually find your faction for your save and change the music. I forget exactly how, but I'm sure you can find a tutorial somewhere on google
try pasting
"music":{
"theme":"music_diktat_market_neutral",
"market_neutral":"music_diktat_market_neutral",
"market_hostile":"music_diktat_market_hostile",
"market_friendly":"music_diktat_market_friendly",
"encounter_neutral":"music_diktat_encounter_neutral",
"encounter_hostile":"music_diktat_encounter_hostile",
"encounter_friendly":"music_diktat_encounter_friendly",
},
in Starsectorstarsector-coredataworldfactionsplayer.faction above portraits to change your faction's music to SD music. It *should* also play above the regular bar ambiance
anyone got a copy of the interstellar imperium unofficial expansion?
I think there was a link in the last thread or the one before that encoded in base64
Otherwise find the Corvus Discord and grab it from there
thx found it
>start new nex run after not playing for a while
>has Mayasuran Navy
>Hegemony invades Mairaath a few months in with 2 jacked up S-mods fleets
>League sits and watches like a cuck
>dead.exe in fricking June 206
>IX Battlegroup sat bombs it 2 weeks later
lol
lmao
>do the exact same thing but disable invasions so that the hegemony doesn't steam roll every faction for the 545346th time
>for whatever reason every major faction decides to go to war with the mayasuran navy >their only planet gets raided 24/7 by massive s-modded fleets constantly
>even the pirates are getting involved
>planet has a constant deficiency on EVERYTHING
>able to get trade profits of 1 million credits consistently with every trip to get heavy arms, supplies, ect
>dont need to even start a colony at this point from the sheer amount of money being made
cool
>using problematic factions
get rekt, chud
>using problematic factions
The frick is wrong with Mayasuran Navy now?
nia doesn't like it for some reason and coded his ships to deal more damage against mayasuran
check archives for catbox link to it, it's an illegal mod now because of ten "stolen" pixels
>nia doesn't like it for some reason and coded his ships to deal more damage against mayasuran
lmfao I can't wait until this homosexual suicides
>start new nex run
i might have found the mod at fault, you know, the one thats responsible for all normal non-donutsteel factions with perfect systems and 1M ground defense being wiped out before you can get your first cruiser, leaving you without access to most of the modded content you installed while only getting to enjoy superfactions with anime portraits and dating sim mechanics and building a fleet around their ships (you dont have a choice, everything with less than 4 planets was wiped out before cycle 207)
its probably magiclib. might be unknown skies tho, but im not quite sure. you can keep playing with nex however, its the perfect MUST HAVE™ mod and you cant play ss without it and it never causes any severe damage to your sector
Anyone have a download for the newest version of Superweapon? Seems like the link was removed from the forums for some reason
>he doesn't know
>Explore the Galaxy says it's integrated in Stelnet and won't be updated any more
>it isn't
cool
So how do I remove the shield effect warping when getting hit with shields up?
graphicslib config
The concept of player made faction mods are decent but holy shit are most of them absolute dogshit when it comes to balance. Every single creator just wants to make their OC stupid overpowered so when you install it there is no reason to take any other ship anymore.
At this point if I see a cruiser or battleship having fricking 3 charges of a directional jump on command I just removed the mod, usually it's the most overdesigned godawful looking shit too, ala VIC and Blackrock.
Its either shit like that or they have 20 weapon mounts and 5x the flux of normal ships or their ships are somewhat normalized but come with their own super weapons like a 2k ranged railgun that fires fricking nukes or some shit. Its literally impossible for someone to make a mod and it be reasonable it seems.
Most vanilla weapons range from liquid diarrhea to meh, it is understandable people want to play with fun stuff outside of incredibly limited tesseract loot.
And? That doesnt mean it has any semblance of balance. Sure a lot of the weapons in vanilla can use some work but they are all mostly usable. Meanwhile a lot of the modded weapons just crank the damage up and the flux down so much its like frying ants with a magnifying glass.
Most weapon mods don't even pretend to be balanced really. You know full well that you getting yourself some tesseract tier fun stuff to mess around with and shit on ai in variety of new and different ways.
Yes and? People who get into mods usually seek reason to replay the game in different ways than available in vanilla, balance and lore be damned.
the opponents you fight use the same weapons, because guess what the FRICKING SETTING of starsector is that the persean sector is the worst backwater known to mankind, with barely anything going on and total dependence on trade with the sector for proper technology, as the persean sector was only populated by some pariah luddites, a villainous big tech company, and some slaves exiled to mining on shitty rocks, and for good measure medieval LARPing autists with an imbred royal house living on swimming garbage, which all got fricked with shortages of domain technology when they were cut off from the gate system for being cringe (and to contain tri-tachs AI abominations)
the only somewhat normal planet was also nuked for shits and giggles so the entire point of combat is that EVERYONE ONLY HAS UNDERPOWERED WEAK SHITTY LEFTOVER REJECTED HULLS AND WEAPONS YOU STUPID FRICKING Black person
And that's no excuse for custom gaytions having exclusive access to overpowered shit.
Not to mention the same generic backstory:
>When the sector went to shit we hid which is why we're op
>We're late arrivals to the sector and didn't get drawn in to your war, hence op
>Muh secret domain cache, op.
>Not to mention the same generic backstory:
>When the sector went to shit we hid which is why we're op
>We're late arrivals to the sector and didn't get drawn in to your war, hence op
>Muh secret domain cache, op.
accurate
My argument is precisely why op weapons don't make sense and why star sector weapons are supposed to be bad you autistic doubleBlack person, every pajeet scammer has a better reading comprehension than your mongoloid ESL ass
>every pajeet scammer has a better reading comprehension than your mongoloid ESL ass
>Posts paragraphs of text devoid of conventional punctuation and grammar.
If you're going to go full-tard don't get upset when people struggle to understand your incoherent ramblings.
>Most vanilla weapons range from liquid diarrhea to meh
more like modded cheat weapons have spoiled you
>vanilla weapons are bad
>ballistics like vulcan, hellbore cannons, devastator cannons, hypervelocity drivers, gauss cannons, mjolnirs, assault chainguns, etc are still asskickers
>missiles like hammers, anni rocket pods, torpedoes, locusts, mirvs, etc are still rape machines if tuned right
>energy is pretty much great in all fronts
>omega weapons
Dude, there’s a reason why vanilla SS ships and weapons still has a solid grounding against modded content. You can even beat UAF or R&B with vanilla weapons if anything
Sure they can, doesn't mean i want to run the same shit over and over including meme setups. New weapon and gimmick ships are what keeps me hooked on the game while alex keeps jerking off on the blog. Frick faction mods though, i'm not staining my sector with them, only standalone packs apply.
Vanilla content is fine, I just want to make each playthrough somewhat different which is why I have a shit ton of mods. Love my wall too.
>5120x1440
wtf
>he doesn't get wide
>Vanilla content is fine,
Well I'm still going to frick around with it.
Ludd and Lion Anon here, I'm going to give L&L a complete do over and merge in manic miners. Also going to cut a load of shit. Alex is adding a full LG faction in the next update (Brawler/Centurion/Sunder/Hammerhead/Eagle/Faction/Executor) so most of mine can go, still going to keep a couple round for the regular Sindrians.
Initial thoughts on the ship roster?
considering that sindrians literally invented solar shielding, and the fact that luddites can build in safety overrides, combined with alex being an autistic Black person, could you consider modding a patch that makes the LG ships non-shit? as in, raise their ships OP so that solar shielding is built in at no OP cost, which even technology-hating youtube survival channel larpers can do
not luddanon but yeah that's be trivial to make. in fact, it's as simple as just copying the .ship files into a new mod and adjusting the ordnance points as needed, loading that will automatically override the vanilla ones.
>Ludd anon, could you consider modding a patch that makes the LG ships non-shit?
Already planned to.
>venture 2
Who can? Toucan.
>it's just that guy shilling himself incessantly
Genuinely, it's not. I'm as surprised as you that people here approve and recommend it. Maybe it's because I've involved [you] in the development since day one, listen to your feedback and can take criticism, it could be that it's a decent mod or maybe just a one-of-us mentality. I'd place my money on the mild memery. What ever it is, it puts a smile on my face when I see it in one of your lists. It could also be that I'm not a snowflake from the discord who expects special treatment. I should probably make a point of finding out why people like my KoC so much.
You may not proceed to call me KoCSucker.
>or maybe just a one-of-us mentality
This is the reason, in my case.
which, ultimately, comes from that not going 12 hours without posting about himself
you're easily manipulated, anon
I personally use it because when I started modding a bunch of people suggested it, so I said "Why not? I can always remove it if it sucks." I didn't even know you were here. After that, I fell in love with the ballistic Odyssey.
I have several other mods that also add ballistic Odysseys, but yours was my first, so that's the one I continue to use.
>middle right tanker
Diktat paintjob looks weird
>Love my wall too.
>NO SHIELD
Hope you fix your structural damage brother.
>not 4 mjolnirs
Its like you dont want to be thors hammer
As if you know how to do Thors' hammer right
It's costly thought.
Pussy. If you're going to do it, do it right.
>boast
>do it wrong
The Valkyrie will not come for you.
Just a while back people kept on saying mod factions were all underpowered because of modder tournament balance obsession, now the train of thought is that they're all suddenly obscenely overpowered?
>Just a while back people kept on saying mod factions were all underpowered because of modder tournament balance obsession
You're beginning with the counter-argument. Mod-shit has always been overpowered. They used the 'tournaments' to 'balance' their fleets, by deliberately gimping the default loadouts. If the default loadout is weak then it's not overpowered... does that make sense?
Once you're outside of that closed environment and able to customize their ships (doubly so when mixing mods) you can see the inherent brokenness within. Look at the competitive tournament load-outs in contrast with the balance ones.
Now naturally, the discord community want us to believe they're doing a good job but there's been cases when multiple matches have been re-run because high-profile modders weren't happy with the outcomes. Naturally this was blamed on the AI sperging out but it still undermines their own efforts.
Faction mods suck. Simple ass.
Either do ship mods or content mods. Faction mods are a waste of modder effort
Just downloaded Domain Historical Society, mod seems alright, albeit the decision to make the light cruiser have 8 burn is questionable.
update when
Latest KoC is now out for you to play with:
https://drive.google.com/file/d/1_zZTYLWf5XxFBvtGEf9VDmh-83oKeQJ1/view
Enable the Angry Periphery mod when starting a new game for more planets and to enable hostilities.
Oh wait, was that not what you were asking about?
What does AP do?
Nevermind I'm fricking stupid I thought it was a vst anon mod.
I am, major releases are posted on the forums as well if that's what you're mad about.
Nah I was just confused for a second about the AP part since I must have missed it when downloading factions. I'm just admitting I'm stupid and didn't read or think about googling that.
Add 4 more systems and gives KoC and Gogol a few extra planets as well as enabling them to offer comissions and partake in hostilities
does this mean i now have to take commision to buy ships from military market or no?
Sweet. Time for a new game.
How are you gentlemen?
Can anyone tell me how to use IndEvo's empty forge templates? Do I need an industry to have them not be empty anymore or what.
You need the hull deconstructor industry that spawns on a planet with ruins. Feed ships to that and it'll fill the empty forge template. Main use is with an alpha core it remembers s-mods so you can stack like 5 s-mods on hull forge printed ships.
How do I do the HMI stuff? Is there anyone I talk to? Or just look around and find it?
Just start exploring. There are 5(?) special unmarked systems added to the sector. The HMI faction systems also have some hidden stuff.
I found one. There was that steele system. Uh, how do I kill the godless horror?
Call upon the ancient ways of our gamer ancestors.
Shoot it till it dies.
If your fleet is large enough you can spawn even more. Most I've personally seen is three.
Manchester, Tabitha, Mansa, Steele
What to play, boys? I tried X4 (with expansions), and it's too buggy and boring.
Bannerlord, Battle Brothers, Wartales, and Stoneshard are what I play when Starsector is on the bench
once again I am here to shill the new stinger update
https://www.nexusmods.com/starsector/mods/69
Nice.
AWESOME!
Recently spotted a Whiskey Pete on the battlefield and was wondering where yo'd gone.
yeah things are in the works
Hey man is there any dependencies for your mod? I'm getting a "JSONObject["num"] is not a number." on start up even with basic libraries or no mods.
Any mod I can download or setting I can change that allows me to personally pilot derelict drones? I wanna try a run that focuses around derelict drone junker type spam
Go into the csv files for the ships and remove the unbordable tag. I also think some mods like HMI or Roider Union might have pilotable drones, it's been a while so idk for sure
>''if the venture is so great then why isn't there a venture 2?''
I present to you, venture 2
Okay hear me out. What if a Venture, but instead of drones, it has Wayfarers?
Similar to that Mora that launches Afflictors?
Yeah but it's a Venture so it's actually useful on campaign map too.
spent so much time on this just going from design to design, and I hate to admit it but it doesn't look very good
welp there goes three days
Put the front fighter bay diagonally on the front right corner and put the bigger mount that's there on the centerline.
>I hate to admit it but it doesn't look very good
It's not bad, I had similar issues with the Toucan. My concern was the engines and the big empty space in the middle, also that command deck needs a turret!
Ripped a few bits of the Toucan off for a quick fixer-up.
1x L.Missile (Because what says heavy mining more than a hammer barrage)
3x M.Ballistic turrets
1x M.Universal Hardpoint
2x S.Ballistic Turrets
2x Hangers
how the hell does shitbashing take you three days
whatever you do just give it a hitbox gap where the deck is
So I'm using Adjusted Sector, had Nex installed but disabled it, and this happened. Nobody on the forums seems to be complaining about it. Looks like AS's hyperspace map is getting ignored in favor of vanilla's. Is Nex really so poorly coded that it would frick other mods even when disabled?
no, you fricked up something else, moron
Literally all I did was enable and disable mods.
Well, I fixed it by editing the vanilla hyperspace map to increase the whitespace. Since this is the only vanilla file I have edited, I don't see how it could have possible been something I did before, and I'm just going to blame Nex.
I fricking hate legio infernalis and I don't remember the mod it is from. They have ridiculous OP ships especially their capital. I went to frick up their system and of course they have maxed out planetary defenses with a billion militias and planetary shields. Frick them
>I don't remember the mod it is from
Tahlan Shipworks.
What were you expecting from a Nia mod?
Nia is so fricking moronic, they're literally the gay trying to force all other modders to "balance" their factions to be underwhelming and less fun to use, while still making their pet factions an OP nightmare. Can't wait for the day they an hero and somebody "respectfully" seizes their mod for themselves to improve the good parts and purge the idiocy.
>modders to "balance" their factions to be underwhelming and less fun to use
Balancing mods to not always be superior to vanilla is a good thing and will make them more fun (just treat the weak ship as NPC and you are fine).
Not saying Nia isn't an hypocrite who should follow that logic himself.
Balancing is one thing, but they throw a b***hfit if it takes less than 4 of a faction's strongest ship to match 1 Paragon.
Often 3 modded capital ship out of 4 can (easily) beat a Paragon (without taking damage) if they go back to the proportion of vanilla that would be a start.
Again, yes Nia is among the biggest offender.
>I went to frick up their system and of course they have maxed out planetary defenses with a billion militias and planetary shields. Frick them
It gets better, wait until you get a billion+1 militia and try invade. In addition to their ridiculous defenses they've been coded so that you can't destabilize the planet no matter how many invasions and orbital bombardments you drop...
Let me guess, Nia also made them immune to being sabotaged by an agent if ordered to break their defenses? Even with story points to guarantee the success?
Funny thing in my last two games, their home world was somehow successfully invaded by the ludd church who then took the rest of their planets in the first few years.
Praise be to ludd I guess
I have Luddic Enhancement installed for the sole purpose of destroying Legio Star Fortresses and their defense fleets with IED Prormetheuses
>beat gayio infernalis with ngo and mayasuran
Should I post this to nia?
You finna get murked bych cracka. Dey is supposed to be a post game parody where u dun do nuthin even if u powergame them n shieet.
>iron shell, legio or some donutsteel hits my fleet
>aintgottimeforthis.jpeg
>ctrl+backspace
>nuke
>wait 2 seconds
>nuke
I'm surprised the troons haven't tried to attack or mess with the console commands mod yet. Is it because the author, LazyWizard, is a moderator?
try "forcedeployall" then "nuke" for efficiency
wait until Sneedault-Chuckoyan is released with usable ships
record it with NGO + SC + Mayasura + superweapons arsenal + other mod mafia-triggering mods
upload it to youtube
send to noah tahl
post his reaction
Wait does the Mayasura mod trigger Nia? How?
I don't know the nia lore but I read that his mod does extra damage to them for whatever fricking reason.
Wondering the same thing. Mayasura is literally one of the most faction harmless mods ever.
Its ships are a tad more powerful than certain modders would prefer, and Knight Chase, the creator, simply decided not to nerf it when asked to tune down the power of his designs.
based. better to make op shit than cuck to the modder cabal.
Indeed. Personally never felt his ships and weapons were overly powerful.
So:
>Mayasura has a single lore-friendly market that is Mairaath, nothing really special about it. As a matter of fact, it gets fricked in the ass regularly. Ships are mainly improved midline with a focus on fighters.
>gayio has a speshul edgy hell black hole system with multiple markets, pristine nanoforge, planetary shield, inflated fleet point spawn and whatever the frick else. Ships are speed sanic with ultra firepower because muh organized piratez
>the latter then tries to balance-police the former
Excuse me? What kind of delusional clown world does this asshat live in?
>send to noah tahl
Rather send it to Harmful Mechanic with nazi symbols plastered everywhere.
He malded too much by seeing his vector vomit sprites being raped here
Has the Gundam mod fixed the gamebreaking production bug yet?
AHAHAHA
hahaha
HUe
can noah not balance a damn thing? how the frick are the daemon ships so low cost? the manticore daemon iseven cheaper than the regular manticore while having armaments nearly as heavy as a cruiser's and a built in fighter bay wtf.
Dey's a good becus when u good gud fleet u a gonna fight GODZ n shieet.
Noah isn't trying to balance. He wants his faction to be the most powerful. End of story.
He wants his faction to be special because he knows, deep down inside, that he never will be.
Did anyone play with Interstellar Federation mod? Some weapons seems to be absolutely arcane from it, like what Piranha Missile Launcher even supposed to do?
down with faction mods
i'm completely convinced i'd have twice as many players on my mod if i had made everything 20% overpowered. for all your b***hing cheat mods are still clearly more popular
still won't do it though
If you want to maximize downloads, you shouldn't make it 20% OP, but instead 5% OP with one single abusable component that people can immediately downplay and pretend that having slightly too many Large slots on a midline isn't actually cheating guys okay it's just experimental ship design
that tahlan gayship comes to mind. that's way more than 5% though
I care more about aesthetics than combat performance since I can always tweak the balance myself.
GO FRICK YOURSELF NOW IM NOT GOING TO DOWNLOAD YOUR MOD REGARDLESS MAYBE IF YOU WERE SUCH A PUSSY WE WOUDLENT BE HAVING THIS ISSUE (I dont even know what your mod is)
>start new game without nex
>stuck with shit skills, shit fleet, and no money
>try to do a scan probe mission
>get jumped by massive pirate fleet the second I leave the system
right, that's why I hate this fricking game, if you don't have an endgame supercap fleet on day 1 you just get fricked, and if you DO have an endgame supercap fleet you can't leave dock due to supply/fuel cost, which AI fleets don't have to worry about
epic game design alex
Holy frick how can you be this moronic? Does nex fry all your braincells or something?
okay how should I avoid getting killed by pirate fleets that outnumber me 6:1 when I can't dodge them due to having no story points?
>due to having no story points?
skill issue tbh
Yes anon, nexshitters are incapable of playing the game, partly due to starting at level 20 with a superfleet and 4 million credits, partly due to not understand that combat is the game, and not clicking around a visual novel until you get the YOU WIN screen.
not a single pirate loadout variant comes with full 360deg covering shields, so anyone sweaty enough can solo any armada with an omen using only the emp emitter, but any average halfway decent player can destroy 120+ do armadas with an omen and an overridden hammerhead, maybe throw in a shrike too if you're mentally challenged enough to fight unshielded garbage with 5 dmods and only the worst guns available.
although since you're a nex fetus, your issue is likely related to the fact that you have 60 other mods which give the pirates OP weapons, fighters, and donut steel ships
>hates nex for making you OP
>raises the maximum skill level
colour me surprised, the ESL nexschizo also lacks self-awareness
He's a divide&conquer shill from the pisscord, ignore him.
You didn't even try to read my post did you? I specifically was talking about you playing with raised levels and whatever other cheats you call mods
>You didn't even try to read my post did you
No, I stopped reading after I read "partly due to not understand"
>No, I stopped reading after I read "partly due to not understand"
Are you assuming he's wrong because he made a grammatical error? Because I'd like to point out a lack of punctuation in your own sentence.
>nexshitters are incapable of playing the game, partly due to starting at level 20 with a superfleet and 4 million credits, partly due to not understand that combat is the game, and not clicking around a visual novel until you get the YOU WIN screen.
Do people really play using those starting settings? So far I have only played with default funds and everything, comissioned with a faction and starting witha single frigate and it was ok, newest run tried starfarer mode plus own faction start and things are legit more fun and challenging.
Really the game should lean a bit more into exploration, the colonization, economy and war between factions aspects, and in vanilla those are so fricking shallow compared to every other strategy game out there it's not even funny.
Combat gets dull after a while, the game trying to be a combat simulator (and most mods focusing on that on top) has been a fricking mistake.
Give me a mod that enhances the game like MEIOU or Common Universalis for Eu4 rather than the 10th OC donnut faction in a row
Sadly only Nex gives something close to that and that's just a continuation of a 10 years old dead mod, the current mod cabal is incapable of creating anything decent and I cannot wait for Steam Workshop to be a thing so these troon homosexuals fall into irrelevance forever
>Do people really play using those starting settings?
lol no, the guy just wants to sperg out about people playing the game differently than him
>Do people really play using those starting settings?
Yes, I like the combat and some very specific ships.
????
Holy shit the delusion is unbelievable
>Yes anon, nexshitters are incapable of playing the game, partly due to starting at level 20 with a superfleet and 4 million credits
Or maybe I'm tired of doing the same early game shit every single playthrough for hours upon end, whether it be exploration contracts, small level bounties, or drug smuggling
The meat of the game is large fleet battles, every system in Starsector is tied to accommodating and facilitating them
Nex starts saves time and cuts through the bullshit for people that aren't noobs and are waiting for Alex to add interesting shit
>The meat of the game is large fleet battles, every system in Starsector is tied to accommodating and facilitating them
and nex is specifically designed to prevent as many fights as possible you dumb Black person.
its not a gsg, its not a 4x, its not a visual novel, alex made every campaign-layer mechanic just to encourage more combat.
colonies are entirely made for you to produce more ships and weapons for big fights, and to generate said big fights.
in vanilla you get expeditions/inspections etc FOR YOU TO FIGHT BIG FLEET BATTLES, you nexfetuses just click through a visual novel so that your troony agent uses his troony superpowers to massively raise your relations with said faction so you can avoid the expedition. or you just click through some other visual novel and have massive giant fleets summoned at your colony which will fight off the expedition so you dont have to do combat.
likewise pathers & pirates spawn stations for you to have a repeatable source of station-smashing battles without decivilizing the core, but as a nextoddler you just click through a visual novel until the pirate/pather problem is resolved through text instead of combat.
it is however plenty apparent that you dont care about combat and/or have massive skill issues in that regard, since you think that early game is exploration and drug smuggling. after my very very first playthrough, i have never once smuggled, traded, or done exploration contracts from the early game. if you start with a kite and wolf, you get to enjoy peak starsector, which is guerilla frig/DD skirmishes. ive done thousands of +200-300% difficulty rated battles, selling off their loot alone still gets me into multimillionaire capital-ship wielding way faster than id like
tldr u lack the most basic combat skillz
NTA but tbf starting with a single cruiser/capital as flagship is also interesting. You don't get the good guns right away, so imagine fending off a swarm of pirate wolves with a basically naked Apogee. Exploration IS combat, but I guess most people would just press their emergency burn and fly away. I do agree that the nex options to simply avoid shit that you're supposed to do as part of normal gameplay is super gay.
>in vanilla you get expeditions/inspections etc FOR YOU TO FIGHT BIG FLEET BATTLES,
nex invasion fleets and guard fleets are several times larger than any vanilla invasion fleet, what the frick are you talking about you autist
I didn't know someone could be this much of a Black person and yet here we are
I am the anon
>nex is specifically designed to prevent as many fights as possible
If you think this is true, then you're using Nex completely wrong. It has a Vengence fleet system for a reason. Hell, it even has a mission where you have to duke it out with multiple Hegemony and Luddic joint warfleets. You can even tweek Nex settings so that enemy fleets are multiple times bigger and and the Sector becomes a giant warzone with invasions happening every single day.
The whole point of Nex is that is configurable, you can choose to ignore the mechanics it brings and modify the ones you like to your choosing. No one is forcing you to abuse the prisoner, task force, or agent systems it brings.
>you think that early game is exploration and drug smuggling
I also mentioned another thing but you obvisuly can't read so idk what to say
>Hell, it even has a mission where you have to duke it out with multiple Hegemony and Luddic joint warfleets.
How do I get this mission? I have an endgame fleet and after I kill the Doritos, I have no threat left.
It's the end of a very long questchain with the special AI contact you find in the Prism Freeport. You're tasked with aiding a Remnant Nexus agianst multiple Hegemony and Luddic fleets that are acting in a joint operation to destroy the Nexus. If you already have an endgame fleet it's a nothingburger really, unless you want to try and 1v9 the fleets for funsies.
>Prism Freeport
rubbish. i always turn that off.
>and nex is specifically designed to prevent as many fights
the mod that sends deathfleets that actively chase you prevents fights??? how does this possible
Holy shit take your meds sperg
>Or maybe I'm tired of doing the same early game shit every single playthrough for hours upon end, whether it be exploration contracts, small level bounties, or drug smuggling
That's the fun part of the game. Grand fleet and colonies is where the game becomes a chore. Doubly so with Nex.
>Grand fleet and colonies is where the game becomes a chore
this. it's a chore until it becomes a money printer with literally nothing in between. I wish nex had a mercenary function for bigger battles like invasions. I want to get into the bigger fights without needing a commission and without incurring an insane rep penalty.
Have you tried doing the tutorial? It sounds like you need the help lmao.
>he gets so much options to statrt
>chooses big combat ship
lmao
Best ship in the game hands down
>literally has an upgrade in the vanilla game
>missiletards really consider XIV to be an upgrade
lmao
5 medium ballistic weapons capable of pointing forward
extra slot for PD
more than enough flux to fire everything
4 fighters bay
2 Large missiles launcher pointing forward, using no flux
And the only weakness is what's left behind when we escape with a boost?
It's sure is an upgrade, the Midline gay envy the LEGION and know the Pegasus won't live up to it, nothing live up to the XIV Legion.
Even the new missiles for the Pegasus will go nicely better on the Legion.
And let's not forget on the Legion the large missiles mount rotate, perfect for a big ship.
>and know the Pegasus won't live up to it
bruh pegasus is going to be the most overpowered ship the game has seen. prediction: alex will nerf it significantly, twice.
And then Nia will mod it back in, but only as the flagship of her OC's fleet.
>her
>missile battleship
>op
just get more flak
>bruh pegasus is going to be the most overpowered ship the game has seen. prediction: alex will nerf it significantly, twice.
Alex called it "lacking in flux" but looking at the pic it does seem to have quite enough to power 3 ballistic mount, 6 energy mount & PD.
Even if we removed the 50 OP in flux it also have a few very costly hullmod.
No idea how much cost those missiles but it look mid-cost.
maybe it's targeted at 50 DP or something
the hullmods, vents, caps, and current weapons (HAC, PD, flak) add up to 221 OP, so the four missiles plus six lasers cost 144, so either something is very cheap or the lasers and missiles are indeed very close to 10/20 respectively
in general the fleet with better frigates want the fight to spread out, and the other side wants it to turn into a focused gun line battle.
reminder this ship
have
>Fast Missile Racks – a quicker reload for missiles – as a ship system
used right it's going to deal massive damage in a short time
FMR on a large mount is disgustingly strong, and this thing gets four of them
Is it normal that I'm absolutely dogshit at space battles?
Maybe. I suck at it too. I just watch the fights and give orders when needed.
fairly. it's mostly due to the AI being at the same time pretty cautious and conservative, unlike an inexperienced player, and also very good at pouncing on an overextended ship, which is likely to be an unexperienced player
>overextended ship
so I should keep my ships together
the AI's near-perfect shield management is a bit silly too
>near-perfect
with the important exception that it's awful at figuring out which direction has the most relevant threat when it's flanked
Is there a mega somewhere that just has every mod containing a new Onslaught variant?
See:
Dead link
Try again.
Won't open whatsoever, gives me this
>Chrome.
Try another browser.
What would you recommend? Firefox is dogshit and I don't know what smaller ones aren't just malware
epiphany
works fine on chromium
your ssl settings are set to "NSA approved only", try lowering them a bit
>your ssl settings are set to "NSA approved only", try lowering them a bit
How the frick do I do that looking that shit up just tells me I'm trying to install a printer
>Why can't y'all homies just use dropbox
Go on the discord and ask someone to re-upload it for you. We're done here.
Anon I have cleared my SSL cache I have turned off my fricking firewall I have shut off all the fricking useless protections my settings try to add to browsing, and even the other browsers that were suggested here are still giving me that same fricking error, and I cannot find anywhere to actually later SSL "settings" even in the place I could frick with the cache. I tried looking it up to, nothing comes up.
Fricking have a nice day, I would accept it if this were easy to look up and I was just missing it but this shit is goddamn arcane, eat a moldy smegma dick you moronic discord-using gaynut.
>this shit is goddamn arcane,
it's not, you're just dumb.
lmao even if you get to the page chrometrannies will tell you the file is muh dangerous or whatever the frick and you'd need to go to downloads and confirm you want it.
Have you tried Windows Diagnostics? Maybe just install smth else, imagine using raw chrome in current year,
Someone here said that starship legends makes the game lag,why does that happen? Isn't the mod just Stat changes?
I seriously did not notice any difference with it being off or on after playing multiple 4 year campaigns. Probably people with toasters blaming other mods that can be the problem.
it's also got a combat plugin that pulls data about the ships every 300 ticks. which shouldn't cause a problem, but when the block opens with
> if (tick++ % 300 == 0) {
i get concerned
It bleeds ram on certain Java versions so lag gets exponentially worse the longer you play (specifically the more fights you do) at a time without restarting
You can confirm that this anon
is a low-iq grunt by literally checking the forum thread on the mod,
https://fractalsoftworks.com/forum/index.php?topic=15321.0
Even the mod author himself made several remarks and admitted to causing leaks on some versions after hundreds of people mentioned it in the thread.
also, brilliant design by alex: the missile battleship has anti-synergy with the ROF bonus from the missile skill
Skills are so broken it's ok if some of them don't apply when using a ship already specialized in missiles.
I wish Alex came up with different type of ship system than mere bonus thought.
but then i suppose the onslaught's primary weapons are a couple of beefed up pulse lasers...
Why can't y'all homies just use dropbox
>anon is nice and rehosts a file for a slow moron
>slow moron is slow, moronic
>the ingrate throws a b***hfit and insults you because he can't use a computer
If I cannot look up the solution, how am I supposed to learn to use a computer? Answer me that or admit you're the unreasonable one here.
i'm just a bystander. and you're right, you are probably simply too stupid to help. you have recieved good-faith efforts of assistance, and in return have been abusive and insulting, entirely due to problems on your end. there is only one cure.
>hurrr anonfiles
>hurr dropmb
>hurr mediafire
>hurr supersecureprivateboxfromrussia
>hurr workingdownloadsitenovirus2022
Why can't y'all homies just use catbox
like, really, it's the only file hosting site that doesn't seem to ever give anyone any trouble for any reason, at least in my experience
Because people deliberately want to be obtuse and wall people out for a brief moment of feeling superior.
catbox is garbage
elaborate on that
slow as shit since they started hosting hohol gore. but on the plus side, hohol gore.
is that really something that matters when starsector mods aren't that big to begin with? 60MB seems to be the largest, at least of the ones i downloaded, and those are the huge ones with a lot of ships which are already hosted on the forum, and the "illegal" modss that need to use these other filehosts aren't that large
>/vst/ thinks catbox links are spam for some reason
weren't people using catbox links in these threads just a week or two ago?
>weren't people using catbox links in these threads just a week or two ago?
Maybe, but no matter what I tried it absolutely refused to let me post the link calling it spam.
ye olde skipping the TLD dot catbox moe/fghdfgjfgfghykj trick didn't work?
Yep, it was like putting "catbox" and "zip" in the same post was making it sperg out. Maybe if I go all out with it
files catbox moe zb5smg zip
let's see if the gigagenius can figure out how to download this one
Here you go!
https://files.catbox.moe/isvyo0.zip
not him but how? i tried posting the link he put in that image earlier and it gave me a spam warning too
>not him but how?
Ctrl+C
Ctrl+V
that's not
frick you
For people who aren't spergs. /vst/ thinks catbox links are spam for some reason, which is weird because you can use them on any other board in my experience.
All you told him was to "change settings" for something he clearly knew nothing about, and had already confirmed trying to look it up was giving him irrelevant info, then you whined he should go to discord. Literally creating your own boogeyman instead of taking two seconds to explain something.
Thanks anon, I appreciate it. And I've never had speed issues with catbox, I dunno why it's not the default by this point.
For people who aren't spergs. /vst/ thinks catbox links are spam for some reason
Actual sperg confirmed!
>elaborate on that
I wasn't around for some time, what happened to the Superweapons Arsenal mod?
Harmful got mad over 16 pixels that were similar to his (literally a line with 'teeth' underneath) and had it taken down.
>Harmful
Who?
>16 pixels
>had it taken down
is his skin color black?
Anyone has some backup link?
https://drive.google.com/drive/folders/1Gs2pTzGXkbjhWFSG0S4oRdBAkZp1X_ow?usp=sharing
Was a pain in the ass to get so if someone can add it to the mega or archive it please do.
I used wayback machine and actually managed to snatch the latest version before it was removed (2.5b, yours is 2.2)
https://files.catbox.moe/qx8h2t.rar
>catbox
Don't tell the sperg, he thinks catbox doesn't work.........
Oh cool thanks man.
Thanks anon, I was looking for the most recent version. All of the previous catbox links I found were for 2.3/2.4
Whats funny is he went into a breakdown when someone did the exact same shit to him after that. Iforgot if it was a reddit or fractal thread.
are there any other mods that add ships like the xhan hiveships that create frigates out of organics?
what do yall think about Epta
It's got some neat concepts in it, and its spritework has improved immensely over time. I should check it out one of these days.
Is there any way to stop a specific faction from doing invasions outside of bombing them to shit?
I'm alright with the Legio being a weirdly organised, tough pirate group hanging out in their own system as a kind of optional late-game boss, but they just cruise around and steal everything not nailed down. And everything that is, as well.
You can go into the Nex files and delay invasions for however long you want and make them more rare, not sure how to do it for individual factions though. You'd probably have to go poking in the Tahlan files for Nex integration
You can disable invasions and sat bombing in the very same file. Just set them both to false, then whenever you're ready to deal with that bullshit set them back to true. Although factions constantly being raided by doomfleets provides such an easy way to get credits and salvage capitals that the early game might as well not exist at all playing nex. If you're a double Black person you can just kill a relief fleet and make like 2-3 millions credits per shot and use prisoners to make the gays you're ripping off like you even more.
Just to add on to this:
>go running around shutting down the Legio bases to shove them back into their home system as described in that first post
>transfer ownership of the unique modded ones back to their original owners via console, basically a reset for stuff like the Shadowyards/Diable stations without damaging them
>Blow the Christ out of the regular colonies they've been stealing and settling
>Over half of them - even tiny, out of the way shitty ones - have PRISTINE NANOFORGES FOR SOME FRICKING REASON
Nia, what in the nine blue thrushsucking hells are you smoking? Apart from your own butchered dick, of course.
>acquire pristine nanoforge
>print more pristine nanoforges
it's really that easy
if it was, the entire sector wouldn't be circling the drain
Your large PD bro?
I went with the bigger bongo for the aesthetics and was surprised to find out its pretty fricking good so kept it. I also haven't found more than 1 Flak Cannon yet, dual being overkill so don't really have anything to replace it with anyway.
Valkyrians link since pastebin (https://pastebin.com/bREaKLA9) one is dead.
Link: https://files.catbox.moe/69fq4t.7z
>check out valkyrians thread
>modder abandons mod for some reason
>some dude updates it
>author gets pissy that some dude updates the mod for him for free
Good to see that the modding community for this game was always moronic
>Neutrino Corp has my favorite aircraft in Ace Combat
Tell me bros, how good is that ship?
>Falken
So broken you need to console command it in
Hivers: cool endgame boss, or overpowered Donut Steel BugBlack folk?
Cool concept but the sprites are ugly and look so out of place to the point that I'll never willingly use the mod
Atlas or pathfinder no weapon exploration start? Using adjusted sector and have like 300 starts.
Where do i get Superweapon pack if it is available at all still? Rare weapons awarded for exploring sounds amazing. For some fricking reason nobody else did that and prefer to sprinkle fun stuff in their dunotsteal factions.
https://files.catbox.moe/hc9sci.zip
there
is even more recent version
Is it still being worked on then?
I don't know, I just found a link before it was removed from the forum
imo a major issue with the game is that once you rech even early colony stage theres nothing that can really provide you fleet with a decent fight. like the cancer ibb and dragon magicbounty are pretty much it in terms of endgame battles that are even remotely challenging
Legio with hard mode enabled are pretty tough if you don't cheese the shit out of them
Is there a way to turn off Blade Breakers? I love Dassault-Mikoyan as a faction, but hate Blade Breakers taking up 3/4ths of the map making it impossible to find Remnant stuff.
could try uninstalling it, see if that works.
>I love Dassault-Mikoyan as a faction
point and laugh everyone
The colors are pretty
anon they're white
I thought anons hate blacks!
check the settings.json, most things tend to be toggleable, if not it's a shit mod
Aight lads, triple ion pulsers with expanded magazines on my hyperion. Baste or crinje?
nah ion pulsers cant punch through shields well. at least something like harbinger has the luxury of attrition via phasing to reload quickly and can go through ships with front shields. hyperion needs something else to pressure shields with. even if you're piloting it yourself it maxes out at 3 mins of ppt unless you give it hardened subsystems.
So Heavy MG on the universal slot then?
I tried Dassault Mikoyan and the white faction is an utterly overpowered with bloated list of ships
How do I not suck shit with the epta ships? Their weapons take a shit ton of flux and the ships seem to die to a stiff breeze.
Buy thr Galevis and just solo everything in the game, there you go
Why aren't phase carriers a thing? Are phase ships crew, or people who enter p-space frequently in general fricked up?
>Why aren't phase carriers a thing?
Because alex didn't get to it yet. You can ask same question about shitty state of logistic ships or anything else that needs work.
>Are phase ships crew, or people who enter p-space frequently in general fricked up?
Yes. It is alluded several times through both ship descriptions and current storyline.
alex didn't want to figure out how fighters should handle the situation where their carrier is phased out, so he just made it impossible to have a phase carrier
you can work around it in mods by writing a lot of custom code to fake the functionality, but it's awkward at best
Haven't played in ages, are 90% of ship classes still useless?
I really want to do a mecha and carriers playthrough but I can't find any mechs that can reliably stand up to endgame fleets and battleships, any advice?
wait until alex unfricks carriers, the current situation is that you can either make a fighter that's balanced in line with vanilla fighters and completely useless, or one that's egregriously overpowered and vaguely usable
>vanilla fighters
>completely useless
What?
anything that doesn't instakill a paragon with one hit is completely useless to modtards.
fighters are never optimal and often significantly worse than optimal
maybe your build just sucks
Mods add superheavy fighters like the warhammer and claymore which are sex. From vanilla I also like the gladius and warthogs
Trident, dagger, longbow, xyphos and maybe flash are the only half usable smallcraft from vanilla. Outside of pure memery like broadsword overstack.
and most of that list are just <weapon mount, but free>
>fighters are never optimal
Because bombers are superior.
wtf trident but good
Carrier got nerfed hard with the skill rework.
>35% from Carrier Command is only possible with 8 bays or less and no longer provides damage reduction for fighters.
>Expanded Deck Crew nerfed to only perform at 40% of its original capabilities (10% and 20% from 25% and 50% respectfully).
>Dedicated carriers with fighter based systems got nerfed. Astral gained cooldown on its recall device. Drover costs as much as a Falcon to deploy, its system CD was doubled to a minute and damages replacement rate now.
>Fighter nerfs include Xyphos can no longer escort other ships, Thunder with high delay ion, Spark to high delay burst.
The rework also made officers more common and higher level on average compared to the old system. There are a lot more officered ships running Point Defense now vs. the old Advanced Countermeasures 3.
energy weapon mastery and elite ballistic mastery also do a number on fighters, hugely improving hit rates and damage
Why are Rosenritters so dogshit?
>people really talking meta bullshit in a single player game
onslaught still blows up whenever i order a fighter strike same as before lmao
This is a real Starsector player
Take notes everyone