Due to unsatisfactory performance, you will be placed on a special employee performance improvement program for the next 3 months.
Due to unsatisfactory performance, you will be placed on a special employee performance improvement program for the next 3 months.
You're talking alot of trash for a guy in Sat bombing range.
2nd for eradicators
post worthwhile faction mods and S&W packs ONLY
Ship/Weapon Pack is a classic and the IBB bounties are cool, I also like Torchships, BigBean's and Amazigh's packs.
Don't really like Vayra's ship pack, there are some ships that I like and a lot that I dislike.
Strongly dislike ED shipyards, although it's more of a faction mod that basically converts the Independents into a new faction. I also really don't like Stop Gap Measures and Missing Ships Mod, they are both shitbash bloat mods.
Whatever you end up choosing, make sure to not use too many at the same time or your game will go to shit. A lot of S&W packs try to fill the exact same niches and you end up with really way too many ships with no differences between them. "Low tech cruiser that has good long range firepower but awful defenses and poor mobility (so basically Atlas MK2 as a cruiser)" is a cool idea, but you don't need 3 of them. I would recommend using like 1 to 3 in total.
HMI and Underworld are technically faction mods, but they also are S&W packs and I think they are both great mods.
Star Federation bears mention in every thread as the closest thing to a perfect faction mod
Lost Sector has a fun and reasonably tough enemy to fight. Kesteven is meh and Enigma ships are awfully expensive to run, but the Enigma guns are very fun to use.
Mayasuran Navy deserves mention as the last refuge of the original, aesthetically pleasing Skysplitter sprite.
HMI is one of my favorites but I wish Alfonzo would cut down on the bloat, heavily. You could cut every weapon it adds except built-ins and it would be a major improvement. Who the frick needs mining-flavored guns that could just easily be replaced with vanilla ones or Remnant guns with barest of stat differences from the regular versions?
What are lobsters even good for. Does anyone even really want them.
it's a luxury good reskin. buy cheap, sell where it's banned
that's right, the LC are keeping it kosher
Mod reccomendations?
Arma Armatura
Keep calm and spamm valken.
Machina Void Shipyards
Seeker, Xhan, Yoshgramm, Musashi
>musashi
worth it for the freighter/tanker/carrier auxiliaries, especially the medium and large size ones. the warships were ugly and uninspired and the guns were forgettable
no, bugpeople, no.
I really like Emergent Threats. It's a quality over quantity kind of mod and all its ships are very memorable. Fricking pic related in particular
Your condition is terminal.
What do you not like about it?
exactly
Dead game
Dead modding scene
Cry about it
>tells others to cry about it while sobbing behind triangle tit avatars
kek go back to discord, thread is about starsector, its a game, you might want to try it sometime.
>still abloobloobloo'ing in the thread for a supposed """"""""""""""""""""""dead game""""""""""""""""""""""
I never said it was a dead game, dead anon
Has a single good mod come out in the last 2 years
>another anime thread image
PLEASE just post a picture of a ship next time PLEASE
Would you accept a mech?
A mech is not a ship.
Ok fine just asking jeez.. at least it wouldn't be a troony.
"LEYNOS" would like to know your location? Accept? Y/N
I would take anything that isn't a shitty anime picture, I do not mind them but I would appreciate some variety.
>page 10 is apparently considered too early to make a new thread
you're obviously new to slow boards. the old thread is going to be down there for another day at least.
*bumps every thread further down page 10 than the thread and creates new unrelated thread to kill the now page 11 thread behind you*
psssssh
nothinng personnel, kid
Threads move and die slowly here.
...Mechs?
Hegemony don't want you to know this, but the Valkens are free. I have over twenty Valkens in my hanger. You can just go to any garage and take them, they are free.
the last three threads were made long before the old one died
>the last three threads were made long before the old one died
The last three threads were posted prematurely and featured tranime imagery associated with mods we generally regard as shit. And not in the ironic "this mod is shit" sense but rather as forced memery.
It's almost as if someone noah'd individual who isn't a part of our community is coming here and trying to create discord...
>discord users causing discord
Waifus and mechs saved starsector,nobody cares about boring kitbash or recolor #28
This but unironically
Tempest best girl
Tempest wolfpacks are the absolute apex predators of piracy. It's just a shame piracy loot is usually garbage, and blowing up convoys is always in the service of trading meta. Ie: You don't make money off piracy, but you make money selling the products that your piracy ends up creating a lack in.
>You don't make money off piracy, but you make money selling the products that your piracy ends up creating a lack in.
This is my biggest issue with Starsector. Nobody gives a single frick if you raid a trade convoy and then sell the goods at its intended destination. Worse, they are grateful for it. Oh no, some evil pirates have destroyed our shipment of food, organics and volatiles! We are so lucky that you are here to sell us food, organics and volatiles, or else we would starve!
That should be a declaration of war, not a sale at twice the market rate. I'm not saying that Starsector should be a Bethesda game where stolen items are marked and impossible to sell for all eternity, but there should be something.
Same thing with trading with pirates. This faction absolutely hates the pirate base in its system, raids it constantly, bombards the station and intercepts trade convoys, but I can just fly in and dump thousands of supplies on the pirate base? Is that supposed to be social commentary on how real life sanctions are useless?
Sure there's a miniscule relation malus for trading with a faction that they don't like, whatever. I don't even know if that's from vanilla, and it's like -3 relations for hundreds of thousands of credits made. It should require actual smuggling, like entering the system with your transponder off and not turning it back on until you're a few lightyears away, to sell shit to the pirates and get away with it. Or to whatever faction that someone doesn't like.
>This is my biggest issue with Starsector. Nobody gives a single frick if you raid a trade convoy and then sell the goods at its intended destination. Worse, they are grateful for it. Oh no, some evil pirates have destroyed our shipment of food, organics and volatiles! We are so lucky that you are here to sell us food, organics and volatiles, or else we would starve!
>That should be a declaration of war, not a sale at twice the market rate. I'm not saying that Starsector should be a Bethesda game where stolen items are marked and impossible to sell for all eternity, but there should be something.
Just as
said
They do care, if you had your Transponder on.
The problem is that the mechanics for suspicion and recognizing your fleet are minimal. Outside of system, even if you've always used the same fleet to attack a lot of convoy with plenty of survivor you are never recognized.
IMO the mechanic should be changed so your ships get "tainted" if you are recognized (transponder or not) encouraging you to have a separate "pirate fleet" and even a secret base you store your ships in.
What I meant is that attacking a trade fleet doesn't anger the faction receiving the shipment if the trader doesn't belong to them. If they are grateful for you resolving their shortage, they should also be unhappy that you caused it in the first place.
By that metric I should be able to know the specific pirate who does the same to my faction and be able to shoot them in their fricking face for causing my colonies to have production issues due to missed fleets.
Probably, yeah. Especially if they do it right under your nose and then proceed to sell the goods at your station
You can explain this.
Consider that all local factions are in a lukewarm war against each others.
Would the US sincerely be outraged about random pirates attacking a Chinese cargo delivering them raw ore?
Are Chinese sincerely concerned by pirates attacking US cargo delivering Chinese good attacked by pirates?
The shortage is bad economically but they'll get over it. But if a rogue fleet attack their competitor it show their weakness and it's not your place to judge if that rogue fleet had a legit reason to attack you.
The ingame "pirate faction" is different because as a faction they clearly take their order from a chief who is now hated by every other faction.
https://projectrho.com/public_html/rocket/pirate.php
>The ingame "pirate faction" is different because as a faction they clearly take their order from a chief who is now hated by every other faction.
i don't think the game implies that kanta has any real authority over most pirates. they just know she can frick their shit up if she gets mad.
If the pirates aren't attacking each others and capable of organizing fleets to raid systems, they count as a faction regardless of how well it is controlled.
Obviously pirates in that game are just mook to keep the player busy.
Old pirates existed when it was easy to hide/kill witness and were defeated when it became uneconomical to do their jobs.
Modern pirates are more legal clusterfrick, easy to track, but hard to act against.
There actually is a mechanic for this funnily enough, but it is used exclusively for the Ziggurat, because the Ziggurat is a special boy and there is only one of it.
Apparently there are just too many pirates running around with hacked Radiants, swarms of Ramparts and/or Glimmers, and hyper-customized stolen capitals called the "ISS TND" for the mouthbreathers at hedgeint to be sure you're really the guy on their wanted list.
waipoos killed the threads
I wish Arma Armatura would let you customize your mech suits more. As it stands, it's nice that some of them have options, but we need some more radical changes, like the Wunderwanzer from Diable except not trash.
Nia
troony thread
but enough about your knitting hobby
Release the buckbreaker update already for crying out loud
0.97 is already about to get released wtf is the holdup
>0.97 is already about to get released wtf is the holdup
kek
>0.97 is already about to get released
2 more weeks
>Release the buckbreaker update already for crying out loud
First of all, frick you.
Second what do you want? If I recall the only thing I've added is a new frigate and destroyer, you want me to add some more gaytions to the Daemon Slayer hullmod? What factions? Post their ship/mod faction ids. Help a breaker out.
If you want to add a specific ship*, put it together, link it and I may even roll it in.
I'm thinking of that massive monstrosity...
More factions duh
There's Scalartech and the new vtumor mod that needs to be added to the daemonslayer list
Sylphon is kinda dead but bootlegs of it do still exist
I remember Scalartech causing memory leaks, why bother with it. Please elaborate on the 'new vtumor mod', is it one resembling UAF?
>I remember Scalartech causing memory leaks
Nah that's Vayra
Scalartech's the other Nia mod, even that Lion homosexual on youtube made a review vid on it
Sylphon was the very first mod he made and is very much dead but it does get bootleg'd from time to time, even has one for 0.96 in corvus
> is it one resembling UAF?
Yes and it has a e-girl-fyied UAF queen as one of its NPC characters as an "ambassador" to UAF for some reason
its still very much barebones but its vtumor so really needs "correction"
You've literally got a ton of new ship sprites just waiting to be added in here https://mega.nz/folder/MYlWxYjD#0FNfwvt8Rf21UPr3weiIrw
could you tone down the demon slayer hullmod to only 10% of its current bonus damage
it'll still be enough without being comically overkill, while preventing a random buck breaker ship appearing from instantly annihilating one of your ships because you salvaged something on the script's bonused target list
also please for the love of god fix the blueprint's spawn list so the stuff doesn't spawn in luddic church fleets (too high maintenance for them) but keep the luddic path's access to the classes - just give them LP variants that have red and green markings with synergy mounts being changed to composite and energy mounts being changed to ballistic
and remove all the builtin non-omega weapons in general they look like shit on buck breaker ships, and they often take up slots that would be perfect for modular weapons
>bawwwaaawawww
Goddamn you are pathetic, go and do the fricking thing yourself instead of begging every thread.
How about you do it yourself
>dislike thing
>keep using thing
>keep complaining about thing
mental illness
Boys, we got one.
Mechs without cute anime girls are like butterflies without a beautiful wing pattern, pretty cool but somethings missing.
No.
I was responding to your post. You said
>This but unironically
And I am saying to have a nice day.
Frick your waifu ship discord bullshit though also.
relax anon, it's just a game. No troony will come out of the closet and abduct you, apart from you yourself of course.
Nice try noah, shipfu posters buy programming socks in bulk.
>enemy fleet starts to rout en masse
>tankers and cargo ships appear
God, I love it when those defenseless ships show up just to end up as scrap.
I want a blockade fleet option where they can't just run away. For both combat and logistics ships.
>post a vanilla ship
>troony troony COOMER AAAAAAAAAAAA
Embarrassing.
Shut the frick up homosexual homosexual
You don't have to post your inner thoughts into the thread, anon. This isn't discord.
Why can't enemy ships just surrender? Why is it only run or fight to the death?
Are you french?
caramel redheads are built for handholding, cuddling, headpatting, hugging, kissing, and spending long romantic nights together
Because pointlessly dying in glorious battle is based and surrendering to live another day is cringe
my brother in ludd
>wanting them to surrender
Coward.
I usually just consider their retreating to be a surrender. And then I send the mechs in to run them down and contribute to the growing population of widows.
No cruiser rules here
>Why can't enemy ships just surrender? Why is it only run or fight to the death?
They try to retreat.
Pirate would be summarily executed if they surrendered.
Faction crews will not be ransomed because they can be replaced more easily than ships made using lost technology (nanoforge slot ain't free).
Giving ships to hostile faction is basically treason.
No one want a bounty on their head.
So what is a Dram with 30 D-mods supposed to do when a Tempest approaches it at twice its top speed?
>inb4 IED
What would you think if you were flying a Tempest and said Dram with 30 D-mods was like "ok we surrender, trust me bro"? The whole surrendering thing is a lot harder when you can't just put down your weapons and hold up your hands. In their natural state, people are a lot less likely to explode than fuel tankers.
>position Tempest between Dram and escape vector
>hail Dram on comms
>"Pirate tanker Highly Flammable Shitbox, this is ISS Kick Your Ass. Power down your engines and weapons and change course to [vector]. Comply or we will engage."
>kick this issue upstairs to the fleet's commanding officer (the player)
>So what is a Dram with 30 D-mods supposed to do when a Tempest approaches it at twice its top speed?
Do your best so the ship work so well it is only disabled (and not destroyed), as the ship is boarded you are unfortunately overwhelmed despite your loyal resistance (as attested by your surviving colleges) then taken prisoner, never helping the enemy scavenge nor revealing secret despite the long torture, bidding your time before you unexpectedly escape the spare room you were locked in at the first port they dock to, there you lie your way to not be discovered as a loyal agent of whoever you worked for, making shit up on the go as you well trained to do.
That or pray Ludd to save your soul and become an hyperspace ghost.
also, unfortunately, the flight recorder of the ship that recorded your valiant resistance to the enemy boarders and you killing 4 of them was destroyed during their scavenging effort and you were unable to hide a copy on yourself to show your loyalty.
Surrender
decouple weapons into space and power down the engines, then detonate when the tempest attempts to board
Mechs are better than you.
Thoughts on bultach mod ships? I like the ships/weapons. Love this little fricker like you won't believe.
I don't like the name
What's wrong with the name? Just sounds weird or? Other faction I like is the junk yard dogs for their freighters and that asteroid chucker thing
I like JYD but the furry shit is offputting. The ship names etc. Just.. stop it.
Yeah noticed that too, thought it was just a fluke or something but they all had them. So I just renamed them myself.
Valid. Just makes me go "yeesh" every time I see it.
I find JYD amusing because it literally sounds like a 'Jew' when read as a slavic transliteration, but the faction itself is rather boring with their lawful disposition and big fricking fleets everywhere
I just like more "indy" style factions that are focused around scrapping and mining. Initially I wished indy was like 10 smaller factions under that umbrella. There is a supreme lack of quality mining, salvage, and exploration related factions so I gotta use the decent ones.
>using Dazs mods
Carter's Freetraders is the only one I sort of like but even then, they're just as overpowered on the campaign and in battle as JYD.
I use CFT and JYD and don't find them too bad but maybe its because other factions I use keep them in "check" more.
I get what you're saying though, some of their fleets are over the top.
They try to look vanilla but are OP as shit for their classification, there's even a railgun that straight-up ignores enemy shield efficiency and always hits for 1.0 (if memory serves)
Shit really? Never noticed. Might have to test it when I get home. Thanks anon
They're OP, but with the power creep going on with all the mods it's almost necessary to get them to stand out.
>Power creep makes bullshit weapons that ignore shield efficiency nessicary
Nah. Especially considering the way the modder behind it whines about 'muh bloated stats' constantly, its' fricking hypocritical.
If the multiple mods about shieldless shitbox drone ships can garner attention by just having some extra missile mounts and fighters that do kinetic damage, I doubt the 'frick you I just do full damage anyway because waaah' gun is necessary to remain competitive.
Some of you Black folk need to learn to do something yourself and then make a pull request. It's not hard
can you delete your post? ludd would not want you to say that
>open sores troonykeeping request
yeah nah
Did something happen recently? the last couple of threads have been filled with a surpising amount of hostility and people sperging out for no reason.
How about we instead talk about the game and build ideas? Here's a build I've been using on my falchions that's pretty fun :}
>Did something happen recently? the last couple of threads have been filled with a surpising amount of hostility and people sperging out for no reason.
What you're seeing is the degenerates from the discord.
Alex has announced a new update soon™ and modders have slowed down because they're expecting an update that will break their mods compatibility. That way, when it drops, they can focus on being one of the first through the gate updating (and, by extension, staying 'popular'). With the discord stagnating like that they're coming here to blow off steam.
have you seen the whining here when some sperg's favorite mod hasn't been updated yet? the userbase is clear in what it prioritizes
>have you seen the whining here when some sperg's favorite mod hasn't been updated yet?
That's because they're coming here from the discord to sperg, the cabal police 'free-speech' and purge anyone who goes against their narrative.
>falchions
That's just Ganker being Ganker and blaming it on scapegoat.
>How about we instead talk about the game and build ideas?
That's not the board culture you deviant!
That say, I hate the Falcon.
As an enemy it's a well shielded ship that constantly move back if you bring a heavy ship capable of overloading its shield.
As your ship, it's a poorly armed ship that will be inevitably be swarmed and overload because of its 270° shield.
>90% of systems with warning beacons are High Danger
>Cycle 212
>Most systems explored
>No decent places for a colony
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
sounds like a skill issue
ive purposefully disabled low danger systems completely because they are worthless
>New game
>Second system I visit
Didn't even need to spend mana, comes with only erratic injectors and is kitted out with two tachyons
>4 tachyons
Something I do like in the game is that even if you find glory like this, early game you do not have the resources to field it.
The game should make better use of crew. They are way too easy to replace/store, literally just another resources.
I don't have another dynamic in mind right now (I mean beside playing IXION) but the idea would be that your total crew would gate what action you can chose when exploring ruins and if you aren't equipped in heavy equipment you could easily lose hundred of crew.
Ofc you'd rebalance how many you find in cryo, how much they are paid, how many you need for ships to operate at 100% efficiency...etc
>early game you do not have the resources to field it.
You sure as frick can
Not without cheesing money through exploit or redefining early game.
You need
- the crew (good money source)
- the supplies (also filling up your cargo with supply)
- the energy weapons to make it useful
And one Paragon don't make an efficient fleet.
none of these are real problems. crew upkeep is barely a factor, the 2 supply per day consumption is a hiccup, and you can buy a colossus within 30 minutes of starting the game. energy weapons are just a matter of going shopping.
Exactly what I said then.
Exploiting every money trick, bee-lining black market, wasting time to supply it and not make it too painful to deploy an inefficient ship with the first shit weapons you could find on the black-market cause you weren't lucky to loot it with good large energy and finally buy the drugs
sniffed trying to look tough and making up what I said.
Then you store the ship in one of the FREE & SECURE abandoned station and use more cost-efficient as you build your fleet faster.
I'm certainly not taking the stance that Starsector have flawless balance but you need a minimum of effort to field that ship, they aren't instant win ship good for everything.
If it was up to me I would fix the effortless dark market.
Always get suspicions per ship, even with the transponder off. Only go down as those get searched.
If you make a commission-like deal with the pirates they you get no suspicion trading but a reputation debuff.
Push players to make a separate smuggling fleet, in exchange you get Shielded Cargo hullmod that always work.
>Push players to make a separate smuggling fleet, in exchange you get Shielded Cargo hullmod that always work.
I wish you could do this and just command it remotely. Put one of your guys in charge of a fleet and tell them to go buy x and sell at y or whatever.
>playing the game the intended, designed way is an exploit
>"bee-lining black market" as if that involves any effort other than going to any market in the game
lmfao what the frick are you talking about dude
literally any conceivable way of making money in the game will give you enough money to maintain a paragon, unless your idea of honest early game money making is limited exclusively to doing survey missions at the edge of the sector. you are wrong. stop trying to salvage the dumbass thing you said with "nuh uh that's not how the game SHOULD work in my mind"
Stop putting words in my mouth to fit your strawman you disingenuous child.
Sure you can technically deploy a Paragon found after 30mn of playtime,
If you are a smartass ready to drop what he was doing and dedicate his next half hour or hour solely to get the strict minimum to deploy a near stripped Paragon in a shit fleet too small to make any decent use of it, costing more to use than what it get you.
Instead of -you know- just storing it like intelligent player, keeping your fleet optimized for what you were doing and get it back later once you've found the right equipment.
Yes I wish the game reworked some mechanics so easy it feel like cheating. Not even exploiting the game mechanic, cheating.
Like seriously, bar event that get you ships at bargain price as long as you have marines? At least make us sneak around with the troop and escape with it, or treat it like a proper raid with choices that led to loosing troops.
But frick the moronic RNG exploration missions, I would only do one if they weren't coded to be literally on the other side of the system, all they are good for is taking note you'll find wreck in a system.
You sure have skill issue if you think it's efficient to deploy any capital ship you scavenge ASAP.
>You sure have skill issue if you think it's efficient to deploy any capital ship you scavenge ASAP.
Yeah it sounds like newbie mentality.
>find paragon
>recover immediately instead of making a note of it for later
>limp back to core worlds at 10% CR and somehow avoid meeting red scavengers
>spend all your money to get it repaired and fit it with pulse lasers and pilums because you can't find or afford anything else yet
>get mobbed by pirates and die after your fortress shield runs out
I did this on purpose once and used salvaged shit in the field to outfit the ship. Was fun.
>I did this on purpose once and used salvaged shit in the field to outfit the ship. Was fun.
Fun but you also lose CR modifying during travel. Costly fun.
Yeah that was part of the challenge of it.
That sounds fun
foolish
wise
you said
>early game you do not have the resources to field it.
now you are saying
>Sure you can technically deploy a Paragon found after 30mn of playtime
so i will be accepting your concession. thank you.
we weren't talking about whether it's a good idea to pick up a derelict paragon that early. we were talking about whether or not resources are a real barrier to you doing so. which, they are not. glad that's settled. you are free to move the goalposts wherever you need to move them to convince yourself that what you said isn't moronic, if that will help you cope.
>>to field (
Something I do like in the game is that even if you find glory like this, early game you do not have the resources to field it.
The game should make better use of crew. They are way too easy to replace/store, literally just another resources.
I don't have another dynamic in mind right now (I mean beside playing IXION) but the idea would be that your total crew would gate what action you can chose when exploring ruins and if you aren't equipped in heavy equipment you could easily lose hundred of crew.
Ofc you'd rebalance how many you find in cryo, how much they are paid, how many you need for ships to operate at 100% efficiency...etc)
>to enter in competition
>to put into action or on duty
>to answer or reply skillfully
Go ahead and do more mental gymnastic to pretend you can field a fresh top-tier derelict, half its mount, not enough crew, needing a field trip just to get enough supply to repair it (even with the skills).
It was always about whether or not you can do anything useful with a new derelict early game.
That's high of you to talk about goalpost when your argumentation is literally "not having the resources don't count if I immediately dedicate all my play time moving between several systems to make the money, get the resources, find any weapon that fit and pretend that's worth it."
If I was half as disingenuous as you I would have said "lol, no fetching for resources dumbass!"
You are just a child caught twisting words, now literally trying to convince yourself you've won. Guess you haven't understood yet that "muh! I accept your concession" is cope talk.
Learn from
. If you are on your way back you might be better mothballing it and tugging it home, except maybe if you have a frickton of supply but desperate for extra cargo space.
Skill issue
>If it was up to me I would fix the effortless dark market.
>Always get suspicions per ship, even with the transponder off.
Starpocalypse.
>Starpocalypse.
That's definitely more challenging (and fully configurable). Thanks for the recommendation.
For the info, the original mod was taken over by a new modder
https://fractalsoftworks.com/forum/index.php?topic=26969.0
>You can't possible use it early game!
>You need like, 100 supplies and 6000c worth of crew from chalcedon
>There's no way you can make that money!
A single cargo load of drugs will get you ~30k
One trade and you can easily afford to man and supply 3 paragons
Are you genuinely moronic or just doubling down to look even more moronic?
Anyone else just... not use paragoons?
No Anon, you're the only super special snowflake in this thread.
T-thanks anon.
>don't like how slow they are.
This is how I end up in a suicidal mech as flagship every run eventually.
>No no I swear I can just keep my guys back further and slowly advance... honest
>*1 hour later*
>LETS FRICKING GOOOOO WE'RE ALL ALL DRUGS AND YOU ARE GOING TO DIE BY MY SWORD
I never use them, I don't like their ability, don't like their wepon types(energy weapons fricking suck and I'm tired of using Tach lances as cope) don't like how slow they are.
I hardly ever use capitals in general tbh, too slow and too expensive
I like having a core "flagship" even once I switch to a suicidal mech. Just feels right. Also gives great distractions.
Paragon is peak reddit.
Real MEN reject the Tri-Tachyon monopoly and use the Odyssey as their high-tech capital of choice.
Needs more flight decks.
The Astral is also... acceptable, while more than half its' gameplay is basically automated, it can at least actually move and needs to manage its' defenses, rather than just sticking itself on autopilot and sleeping through the battle like the Toilet Bowl.
I would love the Oddbro and the Legion if they had 4 slots. They are great looking ships. I don't really like the Astral but it has a cool look.
Its a solid ship. I try to resist using "crutch ships" like that more and more now though. Stuff I know how to build to use it effectively even as bad as I am at the combat.
>Legion if they had 4 slots
Legion does have 4 bays? The hell you talking about
You're right I meant more in its case. All ships need more. MORE!
Don't mind me I love slots.
One of the derelict mods adds a remnant Astral that is more of a battlecarrier, and it's unironically become one of my favorite ships to pilot. Same mod adds an upgunned derelict Legion that is actually pretty good despite being slow as shit and having no shield IIRC.
Pic related is the shithouse Legion.
Have you ever seen the missing ships supercapitals? They are all moronic in different ways and some of my favorite ships to use.
For all that piscorders complain about missingships, rarely can they make a ship as simply FUN as the Staple.
Correct.
I still find it hilarious that vanilla ships aiming arcs for their slots are almost always cancer without fail. It's like dev never heard of centerlining their gun so they don't have to use twice as many for the same fire potential. Dual setups are basically age of sail primitive tier shit or backwater early dreadnought designs. No one with acess to modern technology let alone space age would do so. Also most(not all) ships don't have basic forward facing focused slots either. Which is a requirement unless you want to end up with redundant slots or design. Those with spread out hardpoints get outperformed easily by the few ships that do have front focus, if you configure them correctly(Sunder, Falcon Eagle).
Or they lack the right types for their class. Big example is the lack of medium ballistics on anything that isn't low tech or large ballistics on basically every category except the biggest.
Deliberate design choice anon.
You are meant to discover yourself what slot are worthless or only valid for a specific loadout.
A vanilla ship with universal 360° mount of all size would be both ugly and boring to play.
I do wish the AI could use broadside ships and I want one that only have small broadside.
Dreaming all the way:
>fleet size by DP vanilla
>make frigate more useful and more survivable, only lacking in weapon and capacitors
>make smaller mount able to shoot as far as heavy mount with long cooldown or a hullmod to do that for non-PD mount
The Nibelung just so happens to be my favorite mod ship. The reason some broadside works with that one is because the main guns are all centerlined.
Also you can make broadsiding work well with a small amount of ships. For example, the Shark and Barbarian Class from underworld faction mod. Specifically, the Barbarian can be superloaded to broadside on only one side lol. The ai seems to handle it well.
It has nothing to do with balance. Many ship types are simply missing from vanilla. For example, there is no missile or ballistics equivalent to the Sunder. Also there aren't types for low tech ships that fill the same role as med/high tech.
Vanilla ships are very restrictive in their designs generally speaking. It's the consequence of only one guy doing most of the work, the ships all end up sharing common traits/balance.
Most of the aspect in that post were plain balance even if I agree in general you can always use more ships.
If some ships are just too efficient, they'll encourage a meta where you always use the one ship minmaxing one aspect.
>no missile or ballistics equivalent to the Sunder
That's just a Manticore and its LP variant.
You could do a smaller Gryphon for fun, but I doubt it would be practical. The Gryphon do ok mostly because it have enough missiles to last a full battle.
And destroyer with a Large fixed ballistic mount don't have enough flux to equip the fun kind.
>there aren't types for low tech ships that fill the same role as med/high tech
You mean a low/med tech?
That one would ask for a new faction that focus on ballistic+missiles (where med/high is missiles+energy) or just do it as a duality within the League with variant color.
I'm more bothered by Hegemony ship only having "burn drive" as subsystem.
>It's the consequence of only one guy doing most of the work, the ships all end up sharing common traits/balance.
Not disagreeing with the logic but it take careful effort for multiple devs to avoid making cool but OP ships.
>If some ships are just too efficient, they'll encourage a meta where you always use the one ship minmaxing one aspect.
That already exists in vanilla lol. It's balanced around purchase costs, rarity, locked behind faction rep and then also upkeep once bought. It's part of the core design, many ships are just better versions of another.
>manticore
Right, forgot they added that. I still mostly play older versions due to some favorite mods compatibility.
>That already exists in vanilla lol
And we want to keep it as limited as possible
We don't want (only) ships that are better version of another.
To be honest, that mod, is overpowered. Typical.
It's funny how any ship with a traditional battleship weapon layout completely mogs anything vanilla through pure versatility and maneuverability
Vanilla ship design is basically stuck in the pre-deadnought era, despite supposedly being inspired by WW2 naval combat.
Except for the Zig
which completely mogs it every single time
If you want to count OP vanilla strats then there's plenty of things that beat mere competent ship design.
>Radiant
>Minmaxxed DO Rampart/Glimmer spam
>Guardian with DEMs
>CH salvage rig conscriptblob
>Minmaxxed Gryphon
>LP Brawler
>Afflictor
It doesn't make the crappy design of most vanilla capitals less lame.
can you please explain what makes a
>traditional battleship weapon layout
Look at a battleship and tell me where its guns are
Basically the Nibelung Battleship that was posted. It has ABC main turret layout, secondaries as small broadside turrets to deal with small ships getting cheeky and finally AA/PD on the corners, tower or superstructure.
it's a fascinating topic because the game is played on a flat surface like a planet's sea but it's set in space where ships can do 3d maneuvers without sinking so it would need to uphold that façade of versatility even if it's not a game factor.
in a 3d environment rotating on the axis can be used to expose the maximum amount of gun and armor to the target, which works well on capital to capital ship combat but doesn't hold as well against swarms of smaller ships.
thus making capital ship designs for ship of the line with centerlined big guns, obiquitous secondaries and AA turrets a favorable choice, where escort ships would be more specialized.
though it depends how much spinning in place could jeopardize accuracy, but with AI targeting available i think it's a non issue.
(an even superior design would be an all guns forward ship because of the ranges involved and the minimized profile,
is the zig such a ship?)
>>Real MEN reject the Tri-Tachyon monopoly and use the Odyssey as their high-tech capital of choice.
But Odyssey is also a Tri Tachyon monopoly ship?
cainhurst does the same thing but more fun
>machina void shityards
nah
have a nice day troony
noah you
I just end using XIV Onslaught over and over, I don't know why but it just feels right.
Is it just me or do the mechs from Arma Armatura feel weak? I constantly a few of them even in relatively simple skirmishes. Altagraves are lost as well due to their low flux cap combined with low speed/maneuverability causing them to overextend and get surrounded.
I might also be moronic and I'm just not giving them the proper weapons or support needed for them to survive.
I want to tell you to "get guud" but I'm awful at the fricking game and love the bloody things. They are my favorite frigate and destroyer class "ships"
You really need to "swarm" though with them. Support carriers with their own mech strikecraft, all your pilots going suicidal on drugs in their own mechs.
Basically mechs are the kings of wolfpack tactics.
Not really, it depends. You can't have a Wolfpack consisting of only mechs. Half? Sure. It's that Mechs in general are glass cannons or have restrictive flux Stats or restrictive pre equipped weapons. So they are good at filling niches in Wolfpacks, but can never fill certain roles. Like say for example the moniter.
Regular frigates don't have this issue because they can be equipped or configured much differently and often have only free equip slots.
>You can't have a Wolfpack consisting of only mechs.
Maybe YOU can't.
Casualty rate, mechsister?
I'm so high on drugs I just killed half my own mechs with a sword. So the casualty rate is yes.
Rule of thumb? The bigger the Mech, the worse they will be. Mechs are best used as either skirmishers, support(Garegga and other corvette/Frigate size) or elite strike fighter groups(Hangar slot mechs).
But for strike fighters there is a mechanic unique to armatura, which is small mechs that can form their own wings instead of being carrier based(Like Leynos). They get crazy perks and veterancy bonus. They are best used for quick striking key targets lacking escort or PD. Because they are very prone to attrition even with durable models.
Also the smaller and mid size mechs all give major ground support bonus to marines as a free perk. So there is that to consider. Altgrave in general is pretty bad, don't use it.
>Altagrave in general is pretty bad
The normal Altagrave is great for escort duty though. It can swat away small frigates trying to flank your capital while intercepting enemy fire with it's system.
The problem with escort duty in general for starsector is the AI can't handle it well. They limit their mobility and hold their ground when they should not too often. Their target selection is also always bad (focusing on targets that aren't their role either). The AI performs best in default, only some orders do well(like forcing several to commit in order to finish off a ship).
So having a ship which doesn't need to rely on escorts is a must(everyone with some PD and decent flux stats). Also if you do improper weapon load outs, it can ruin the behavior of carriers or long range ships. That's why you weapon ranges should always be uniform for long range or support ships. Because if you give any type of short range weapon which isn't designated as PD, dumb ai will close the distance even if in a paper mache carrier.
Is that why the watchdog such a shitter?
Skill Issue. Also it's locked in weapons are mediocre.
I use a bunch of Altagraves with Safety Overrides and I believe they behave greatly like that, even more so once you get the HIMAC blueprints by cozying up to Sera Pha on New Meshan
>that mech at the bottom
What is it? That looks new
It's the Zanac with the MRC paintjob, I got it from a IBB bounty, there's a regular version too that you get the blueprint from Sera Pha.
>paintjob
how. where? is it a special one? i've seen it in the start, but can i paint a normal one?
Lunalib added paintjob support or something lately but the Zanac in the picture is just the [MRC] variant, I just referred to it as a paintjob because it's the only real difference from the regular Zanac I've noticed.
Be a good person
No, I will now saturation bomb ur mom
Get in line
>Arid 75% Stellar Shade
>Arid 125% Pollution
>Terran 125% +2 farming/ore +1 rare ore/organics
>Barren 200% +3 ore +1 rare ore
>Gas Giant 175% abundant volatiles
And it's literally the first constellation down from the home systems.
>Hulls, heavy weaponry, machinery, and supplies are vastly cheaper than its raw material as colony's profit
Why, I don't get it.
It depends on the logistical situation. If they produce them locally and don't source raw mats then this is plausible. Look into how far the trade routes for any given planets rawmats supply has to travel. If it's far, hen it will be higher.
It's really nice to play modded quests where the characters actually have dialogue that's expressive and concise as opposed to the vanilla quests where it takes three paragraphs for someone to say a single sentence broken up into two word fragments that are bookended on both sides by lengthy narration about the specific way in which the hairs of his eyebrows stiffened when he poured himself a cup of tea, or how the tips of his fingers are slightly crooked and when you really take a long look at them they look just a little bit off but it's barely noticeable, or how he touched your arm gently, but not in a way that made you feel weirded out, more like a grandfatherly way.
>modded quests where the characters actually have dialogue that's expressive and concise
Name 4 mods
Corey in the House
Jakie Chan Stuntman
Rapesector
you can't rotate an apple in your mind and i know
i've been rotating every kind of fruit in my mind all day. later i might frick around and turn a cow inside out. the kinds of crazy geometric transformations my beautiful mind is capable of you wouldn't even believe. david's prose is shitass.
nice try ai
you can't even morph a dog into a blue whale in your mind
you can't even be a woman, ever
you cant even picture in your mind what pussy feels like
Now this one is just projection and is sad anon. You'll get some one day.
What do Anons think of Emergent Threats/IX Revival?
https://fractalsoftworks.com/forum/index.php?topic=27284
Another low effort garbage that is taken from spiral arms thread with endless recolor and poorly shitbashed vanilla sprites. 0/10 will not play.
It's pretty cool, i like it.
>"DUDE, WEED!" the faction.
I don't really like IX Revival because it's just recolors and the faction behaves kind of weirdly in the campaign.
Emergent Threats itself is really good though, the adaptive system mods add some spice to remnant fleets and its ships are cool. Like come on, it has a remnant Onslaught. How can you not want a remnant Onslaught in your game.
Can you disable the Ninth Battlegroup using LunaLib or browsing to the files?
I'm looking for vanilla-friendly ship packs I can add to my game. Stuff that's not too outlandish and balanced enough.
It's two separate mods with no dependency, I just use Emergent Threats but not IX Revival.
missing ships pack has some good ones, big beans is a good one, fills in gaps. I haven't played the new update but despite being a departure from vanilla I think ArmaA fits in pretty well even with the addition of wingcom.
Missing ships pack? More like missing descriptions pack
kek make a submod then
FRICK OFF KOCprostitute
>big beans is a good one
i was about to shit talk you but went to check on the mod again after a long time and holy shit he has been busy
actually looks nice
It plays nice too. The ships are interesting and pretty close to vanilla in terms of balance
>I'm looking for vanilla-friendly ship packs I can add to my game. Stuff that's not too outlandish and balanced enough.
My KoC's got you covered.
KoC seller, I'm going into battle, and I need your biggest KoC
me being an ass aside I don't really think your factions or the ships are very vanilla. You should consider 1 contraband per faction instead of 3.
>damper field spam
have a nice day
>damper field spam
You'll be happy to know I already removed it on certain ships.
> - Ships System - Added desciption and reduced cooldown of Dynamic Stablisers (*unused vanilla system)
> - Replace Damper with Burndrive/Dynamic Stablisers on Bhilai ships
>You should consider 1 contraband per faction instead of 3.
I could see Mbaye maybe allowing drugs because most of their indentured are in the volatile mines and it keeps them placated and less rebellious, but I believe it would be more like turning a blind eye to the black market trade.
The KoC are an SAR of the Hegemony so they don't get that luxury.
Can't see Bhiali budging, but if you can find a reason give it to me.
Eridani, as it stands, are High-tech Luddic-path in disguise, they're on a crusade for something... maybe we could work it that they're after something AI related, be it a kill-code or some mistaken believe that Ludd has transcended from flesh to AI. Or maybe they just love purchasing and torturing cores. It would give a reason for them to trade in AI cores. Need to flesh them out a little more....
>vanilla friendly
>a bunch of kitbashes
give us a bloat-free version or kys Black person
>make it yourself
no
I could make an educated guess which ship triggered you...
That looks cool, add some weapon hardpoints please.
Don't worry, Ludd's got you covered.
You should consider making a special kocdyssey with ammo sneeder instead of damper, maybe make it a special quest reward or derelict. I tried changing the system last game and absolutely fell in love with the amount of dakka it can put out.
There's a couple mods that try to turn the derelict drones into an actual faction, instead of just like 5 hulls that waste your time and the Guardian.
Thog's should be avoided because of bad sprites and wacky bullshit like phase fighters, ATDD+ is take it or leave it due to some OP weapons and 'acquired taste' spritework, but DEX is honestly pretty solid, uses purely vanilla systems and weapons, and has pretty good spritework.
>Going anywhere near a mod made by a gay with a futa fetish
>gay with a futa fetish
What?
Hey, Shadowyards is good
LOL
The Shadowyards guy is 100% into futa unironically though. Drew a bunch of shipgirls of his mod and basically every single one of them has a suspicious bulge in pant.
Holy based, where are those drawings?
Deviantart. I think you can even find a link on his mod page.
>How can you not want a remnant Onslaught in your game.
Very easily.
sup to all mechbros yet again. i've update audio plus but mechs yet again. if you don't know what this is it basically adds AC (and more) music to campaign, hyperspace or combat leves of teh gaem
showcase of some (not even half) changes:
V1.3
- Added Link Scene to campaign overworld non-core level only
- Added Ambiguous Dooryard SHOK to campaign overworld non-core level only
- Added Mercury to both campaign overworld and combat level
- Added End Of Deception I & II Extended to combat level
- Added 6m59 Canyon Dogfight to combat level
- Readded "9" because i may be stupid and removed this accidentally when sorting the soundtracks. it was sitting in the folder but not used ingame. oops.
there's much more changes and if you're that interested open the change log.txt
i looked at the new batch of songs from both ac2 and 3 and this shit is so if i do make V1.4 and 1.5 we win these
link for dawnloed:
https://drive.google.com/drive/folders/1_SbDqTUJSCvpg_tUHD0GLl0-TBGWs2-D?usp=sharing
>when more
maby never.
>i don't want to install it! suck a dick! you b***h ass pilot you can't even kill a frigate in that thing! your mod is shit. have a nice day.
open the pic.
there were supposed to be fire emojis after
>i looked at the new batch of songs from both ac2 and 3 and this shit is so
but they dissapeared fml
holy newbie
I get where you come from, I'm a child of the 2000s too where we held that "caring is losing" / "just walk away" mentality pretty big. Well not actually, anyone who posted on Newgrounds / DA / SA / etc will tell you otherwise. Just because we laughed and ostracized cliques didn't mean cliques didn't form in spite of that.
What changed is that today buttholes have been enabled by this seriously toxic mentality that anything that offends anyone is a transgression so you are better off just not saying anything.
What happens is that the shitter who would get told to his face he was a shitter in 2006 today thinks the lack of opposition to his vitriol, to not offend his feelings or any onlookers, is actually silent approval. So he fricking doubles down.
That's how you get this buttholes. harmful/soren was the most insufferable c**t i had the displeasure of reading on the discord, second only to the likes of niah and mesotronik and that autistic mental midget from corvus whose name i can't remember right now.
Enslaving the highly-competent bawd in magic bounty board one at a time.
>When your LP Brawler with twin gatling corners a stunted freighter
Newest ArmaA update literally fricking added the NZ-666 Kshatriya and a Sinanju
Unicorn fricking when
I think mechs SUCK
r-rude
noah*
Shut the frick up Nia
I rather like that mechs suck.
I can line them up just right with my ships and make them suck 'em off.
I THINK YOU SUCK
Funny how this dude turns out to have kidnapped a woman and there is a dead body at his house too now.
the dead body was there when he moved in
mechs are cool tho
STFU real mechs has never been tried
real mechs mod when
Is money all you got for returning the valk?
You're supposed to get a special VX Custom variant as well but the event didn't fire half of the time for me.
Check ArmaA's rules.csv if you want to take a closer look.
Guessing you need some rep before it triggers huh?
IIRC like at least 30 with Sera Pha, but even then it doesn't seem to fire. Removing the "RollProbability" condition in rules.csv and talking to her again immediately after giving her the valk makes it work for me.
How about you release your updated KoC instead of teasing us with it you gay.
All you had to do was ask, I wouldn't consider it a proper release, but your feedback is always welcome:
https://drive.google.com/file/d/15bQFJm8qpsPPAUiJGaiz0mPZ8OUhrf8N
Why don't you put it on github or something? That way people can download it and suggest changes a bit more easily than calling you a Black person in this thread
>That way people can download it and suggest changes a bit more easily than calling you a Black person in this thread.
Because you can't call me a Black person on GitHub. If you feel your feedback's gonna get lost here you can always go the forums and ping me a message or post in the thread.
What? The author of Armaa is shitposting with us here?
When are you going to add White Glint with overboost?
Anon that's the dev for "Everybody loves KoC".
Maybe try reading next time before you post.
Is it called the Valken III? I'm pretty sure I saw a merc using this
Yup, the Rocket Stars mercenaries use it alongside an HVB variant of the Zanac.
You can also order it at an illegal weapons merchant.
Hmm, the way the guns shoot looks funny. I can tell this one is still unfinished
>he has to use the zig to win battles
I've used the Zig exactly once. I refuse to engage with this game's """"""story"""""" in any capacity.
I don't trust skip story to work properly.
It's fine, I just wish it would go a step further and remove the story and any references to it entirely for that run.
Off center mounts are the ultimate filter
Damper field is for Black folk!!!!!
This post was made by torpedo spam gang
What's the console command to reduce credits? I really don't like having too much money as it kills my motivation to pursue bounties.
Help and then reading. You can use negative numbers for commands where it makes sense
>You can use negative numbers for commands
Didn't know this, thanks.
Just by lots of shit and throw it away
if you addcredits but - it it works. I've used it myself.
If (You) want the game to throw less free money at you, try Ruthless Sector and Starpocalypse. The former reduces passive income from comissions, while the latter nerfs black market trading by adding a small tariff to it and requiring a disabled transponder at faction markets.
lol no, I kind of swamped with contact bounties of 400k to 600k values, some even asked me to take down lone station for 900k, it just kind of easy, hope there's more moneysink loop other than upgrading colonies, fixing d-mod, and collecting ships. I didn't even do merchant run.
Surprised no one adds Ganker related mod yet, guess dealing with .csv is kind of ass.
>fill your game with annoying busywork instead
Depends on what you consider annoying busywork. I enjoy exploring, killing bounty fleets, finding cool derelict ships and gradually building up a fleet and faction.
>small tariff
>15%
>small
Is Hazard Mining Incorporated a good mod?
The faction mods seem cool for chaos
Just don't go where the goop is, never.
It's one of my favorite mods. I don't like the supervillains submod though, the factions are kinda lame. Brighton is cool.
>bloat in the name of bloat
They're not in core, so usually you don't even get to shoot them, what's the point then
Mechs are pretty cool.
Mechs are pretty warm
You're not wrong.
Mechs are room temperature.
i cant' figure out how to manuever in this game, or fight, or really do shit when it comes to combat. I want to enjoy this game cause it seems to have a lot of cool mechanics and customization and economy and stuff, but i'm so attrociously shit at it.
post your current flagship and then complain about the ways you keep losing in it, and i will try to tell you what you are doing wrong.
Try holding shift sometimes, it makes it easier to manuever if your ship is extremely mobile.
How do I nuke ludic path out of existence?
you don't because you're a homosexual
Already miserable Black person'o'clock?
you don't praise ludd
have a nice day for using a computer, moron
You will never praise Ludd.
Ludd is a Moloch lover
Nice try, gas station rabbi
Pather bases are spawned via space magic so you literally cannot
>decide to throw rapesector into the trash and not use it in my next playthrough (i am trying to recover from my porn addiction)
>capturing officers is still cool though
>decide to install take no prisoners
>mfw you cant actually visit your officers in that one for a friendly chat
>mfw next playthrough i want to have a fleet of 5 of my previous characters as the ultimate A team to clown on the hegemony and they're all supposed to be friends
man what the frick.
>install RS back
fml the coom is unironically superior. bruh.
Just don't do anything erotic with your officers, You've got this anon, I believe in your willpower!
thank you! ah- what's happening?! why... why is the mouse cursor moving on it's own! nooo! don't do this!
i will just hop in a mech. yes. this works.
speaking of mechs. i just started a test save just to see if my game explodes and i think i can totally beat that sleeper valkazard start. shit is insane though. that damn afflictor with aleste combo...
pic is related to me being rended apart by that aleste and a hyperion jumping right into my engines. definitely beatable.
>sleeper valkazard start
newbie here, how do you do this? I didn't see it in the various Nex starting options
>captcha: DMXK
Gon give it to ya
they renamed it to something like mercenary start. its dark red but not dark-dark like blood. should be umm.... second nexerelin option i think. no fricking idea why would the dev rename it. lame.
also nerfing my combat stims... my poor combat drugs...
Gotcha, thank you anons
Do I have to salvage the Valk first in a playthrough to unlock this start, like the Excelsior from SWP?
You can do it right away
no. you can salvage the valk and try it if you want, no reason not to.
if you do pick the sleeper start the valk won't be there though. i mean, you're playing as those organs that fall out of it, and the mech is with the living you, too. so...
do any anons here know how to get the blueprint of this thing though? i wanted to do it through ind evo but that one needs 4 whole copies of a ship.
>do any anons here know how to get the blueprint of this thing though?
It's a unique frigate so you aren't really supposed to get the blueprint.
IIRC you could fiddle with IndEvo's files and enable the whitelist to basically put it into forge production to basically multiply it, but i think you'd need to fiddle with the hullmods so you could actually get 4 valks.
you don't have to read this but just sharing is caring so you know:
forgot to add a quick... addition. DON'T expect to beat it without actually playing with the mech. it's simply an unfair matchup. if you really want to, you must first run away from the dishonorable corporates and get good at piloting this thing. if you're unsure what build to use suggest having a changun, a whatever gun that spews energy motes against shields and the chest beam. though the laser isn't half bad either.
that fight is fricking nuts. even after like 60 hours i'm gonna need like 5-10 more tries at least. i also recommend you use a mod like special hullmod upgrades jacked edition to feel the armored core inside you. (390 SU with a shield)
i came back to it tomorrow and won first try. lol.
>afflictor trying to outspeed me
>i am faster in my anime mech
>he backs off
>know that he will phase in to vent flux cuz thats what happened about 420 times
>double reaper torpedo
>kill aleste
>proceed to bully hyperions at 2% CR since they retreated. twice.
it feels good to stomp the weak.
have brainrot. meant yesterday
It's a faction start under the "Meshan Reprisal Coalition"/MRC option.
As the other anon said, it's pretty tough if you don't have much experience with the Valkazard, so you might wanna disable your transponder before you unpause and peacefully frick off from the Tri-Tach fleet that spawns next to you.
Just run to the nearest battlestation EZ
ok one funny thing. THE FIRST TIME i did this the enemy fleet was faster than me. like literally what the frick. i needed like 8 tries to get away from it thinking it's actually made this way specifically. when i did the test save as i mentioned before the TT fleet was the same speed.
motherfrickers.
*same speed as my fleet. which means i got away without even trying.
Update when?
>Vulcans apparently deal 500 damage a second
>Deals nowhere near that much even on exposed hull
Why?
Even when hull is exposed, there is still a residual level of armor, how much there is depends on the base armor, so high tech hulls have barely any while heavily armored ships tend to have a notable amount. This means vulcans are absolutely useless on stripped hull due to dealing tiny amounts of fragmentation damage per shot, which tends to get blocked out by even the slightest bit of armor.
Well shit
That explains a lot about other weapons like needlers too
Armour is pretty busted and why you need a dedicated ship killer ship sometimes
Who in their right mind would use vlucans for anything other than PD?
Who in their right minds would pass up 500dps for almost zero flux?
You obviously haven't played the game for more than several hours. If you think the short range and bad dmg type of Vulcans is good for anything else. 99% of what your weapons will be shooting at will always be Armor or Shields(especially when it counts, because when you are hitting a ships hull then you've already won). So deduct half of that 500, because even if you were able to close the distance then it would barely ever hit hull regardless.
Great, now morons are replying to me
Questions already been answered bucko, go back to eating glue
>says moronic shit
>gets called out
>N-no U are dumb!!1
>What is overdrive
>What is a finisher
>Doesn't know fragmentation actually does 25% not 50%
>Thinks I'm trying to use vulcan as a finisher on a fricking cruiser
>He has never used a brawler with overdriven assault chainguns directly in front of another ship
And that's only half the moronic shit you've spouted
Overdrive don't matter scrub, shorter range weapons always suck. You take flux dmg closing the distance AND when you try to disengage(from longer ranges). I never assumed you would try to use it as a finisher idiot. I meant to point out to you that it will never use most of that DPS when it actually matters(the exact opposite, you lack fundamental reading comprehension).
I have used brawlers and all sorts of scuffed stuff with chain guns and MGs. Overridden and the like. That was my very first design phases when I was new to the game. Needless to say, you are either going through the same or you are so stunted that you think such designs are good let alone optimal. Peak moron.
>A frigate costing 6 deployment points that can erase any destroyer in melee is a bad design
lol
lmao
git gud homosexual
They won't, maybe in your imagination or the Simulator. "Melee" ships are always suicide ships.
Actually I like melee close range ships a lot, once the battle lines forms and skirmishing happens, melee ships can be really useful.
you both smell and suck at shipbuilding
I'm not sure if it's a mod, but I'm playing a Lost Sector Varity gunship, and I just noticed on the left info bar in combat, there's a sign called "snap mode" with 4 charge left, what is it
Can you talk to the head honcho in Sephira at all?
I want to hold her hands already
Is it still in development? Man, I now know why anyone would like Sephira, apart from diehard gameplay purist and loregay, it's pretty solid with nice quest and story going on.
Nah you're just a coombrain
Why won't newer mod make this feature? Why they keep adding vanilla recolors and endless shitbashes? I want more content like quests and custom mission for frick’s sake.
Because they're actually really hard to make
>diehard gameplay purist and loregays
what?
>Storm needler shoots so fast it stops every missile the enemy shoots at you
God bless ballistics
I have been looking into making a mod where your crew has random events in space where you can "connect with them" and stuff like that. Commissioned crews but for your own faction almost or Starship Legends. I want and need more little stupid fluff things in space besides combat and the garbage hyperspace layer. So far its not looking too good but who knows. I just think it would be a lot more fun.
Basically crews (and marines) start out cheaper and overtime you direct how they "grow" as a group. Stuff pops up in space like "sir, your crew requests a pool table on the flagship" or something similar and you can work through it. I don't want it to be all monetary or item related, more what kind of captain you are. Mostly RP stuff with small bonuses.
Are you a group of mech pilots with some explorers and salvagers running your scrap ships and cargo ships? Work towards faster refits and longer flight times by setting up training for your crew.
Are you an butthole pirate who doesn't give a frick about your crew as long as they are drunk enough to not cause a mutiny? Buy kegs for your ships and recruit from combat via gun barrel after fights.
Am I the only one who would have interest in something like this?
As some anon here pointed out, it's an ass dealing with .csv, might change if we have readily made editor like the .ship file.
Yep the game itself really doesn't like expanding or adding systems, this is why I am still in the early phases and said I was looking into it versus actually making it.
Is there any way to save the progress? Or it's over? I forgot to adjust ram parameters when I was reinstalling the game.
i kinda just give it a couple of minutes by sitting around not doing anything and maybe typing "csmartclear" in the console. always works. may take up to 7 mins for ram to magically clean itself out enough.
Why is Dawn so fricking horny?
I want to frick Sera Pha
He doesn't want to frick you.
>I want to frick Sera Pha
This post brought to you by a dude pretending to be a girl.
So nobody here likes David's writing and this leads me to ask - is there any story-containing mod that you'd consider to be well-written?
Yeah, my mod.
his mod, its pretty good
Only one that ever elicted an emotional reaction from me was the old Mayorate mod from like 0.7. Spess Israel openly claiming responsibility for one of the cannoncial planetbusters actually made me go "OH SHIT" when I read it.
I cannot say the same for basically anything else.
The quest for the Excelsior is kind of okay I guess, even if the end reward is a shitass phase frigate I don't enjoy using, and the guy you meet during it has a weird AI generated portrait that has no eyes (pic related). Still miles better than David's snoozefests though, since it has you actually fight more than one fleet and go outside the core.
Excelsior has a questline? How do you start it?
Real
>story-containing mod
Doesn't exist
The story isn't even bad, neither is David's writing, the problem is David thinks he's writing a book when he's actually writing what is ostensibly supposed to be an RPG. But you don't get to make any decisions and his writing serves mostly to block you from doing any roleplaying of your own, as he writes about how you stand on the bridge with your personally hand picked team of ultra elite veteran marines advising you, while you think "what the frick are you talking about, I never did anything like that". I've been playing Loulan, one of those Chinese mods, and it has something like a story. There's not a lot of words, or a lot going on in it, but it's nice because it lets you breathe, and treats you like someone who has control over his own thoughts and actions.
your writing bad
What is your favorite Fighter for your carriers?
Mod ones included.
Spartan drones, the little derelict thingies with two autocannons. Dunno what mod they're from but they fricking shit all over shields, shit's hilarious.
valk ex or valk p if you're low on points
Gotta be the attack Aspects
they have infinite flight time
shitty mechs, while the carrier has a modification that allows fighters to crash into ships when they're low on health
I loved the Perdition back when I was still playing vanilla
Forge your own baby
This reminds me of my attempt to make a viper from nu-BSG for starsector. Wasted a lot of time and was never happy with it.
Xyphon on an attack cruiser so I don't have to use a medium energy slot for an ion beam
Cackle wing of that one ship n weapon pack that hosted the IX battlegroup. Excellent bomber screen/disabler
one of the diable wanzers with just a single fighter since they get doubled from the salvage bay
On topic of fighters/bombers/drones/whatever, do you prefer horde of shitters or 1-2 "super" gigahomies per wing?
I have never used any strikecraft over like 18~ worth the cost so I usually go with valk ex spam
I have been thinking of making a mod that universally triples the size of all wings, but also cuts most of their stats like damage and health and replenishment rate loss by a third to compensate. Just for the purpose of filling the screen with fighters while maintaining balance as much as possible. Maybe PD would need to be buffed too, but only when targeting fighters and fighter missiles and not ship launched missiles.
Problem with this is regardless of system specs the game goes full moron at a certain point with that much stuff on screen. You basically couldn't have more than 2-3 carriers total in a battle kek
"Super" fighters are usually a complete meme that fails to get anything done, bar BS like that one cruiser-sized fighter from UAF or shielded/phase fighters. And even those usually don't actually get anything done so much as they are just bullet sponges. Minimum wing size to be particularly useful is 3 I think, and that's only if they're bombers with Frick You-tier torpedos or railguns or something.
2-3 wing bombers with long range missiles/torpedoes that comes back to the carrier after firing them, everything else is a meme
I want to deploy my mech directly.
be gentle
Open the strikecraft bay doors, hal
Almost every craft in AA has a pilotable independent version. They're underrated, the ones with wings are basically mini carriers.
Yeah but can I put it in your butt?
Anyone tried Corvus' modpack, what's the verdict?
discord is bad for you
>It's a [X faction ship] but it's by Y faction!
No. If a mod has anything of the sort instead of original ships then the mod is shit, period. They always end up looking worse than the sprite they were based off from and flood the markets with worse options. There's a reason why vanilla very rarely does this and it's unfortunately that the vast majority of mods pull this shit.
if a ship mod doesn't include any (P) and (LP) variants it's shit.
That's not what I meant. I meant shit like a mid-tech Odyssey or a high-tech Onslaught. They look awful and don't fit the doctrine.
you are right. i just wanted to bring up the general lack of pirate and especially luddic variants in way too many mods.
>i just wanted to bring up the general lack of pirate and especially luddic variants in way too many mods.
What? There's fricktons of that already, and it's sickening.
It at least gives a pretense of whatever new snowflake special faction ships existing in the same universe as the rest of the game when there are a few captured pirate versions of the ships.
if your mod does not make pirates and being a pirate more fun it is missing something.
At this point I think they just do Onslaughts as a stupid inside joke.
"Every mod has an onslaught, so here's mine lol"
just got this game, and played for a couple hours, already absolutely loving it and looking forward to and already brainstorming on starting a new character tomorrow with all the lessons learned from my first janky/catastrophic but extremely entertaining and enlightening initial experience
that being said; mods? I've known for a while that this game is well known for the active and vast modding scene; as a 'newb' tho, should I just stick with vanilla until I have a really solid handle on my bearings? or are there some qol/tc/etc... mods that are straight up worth it (even for a fresh new player) to get?
I don't even know what kinds of mods I'd be looking for, I guess for a first 'full' playthrough I'm not really looking to do anything incredibly specific, I guess I wanna... do more combat-oriented stuff? like just missions or bounty hunting and stuff; have a sweet flagship and good fleet kinda thing. I know there's lots more stuff that can be done (idk like... colony focus, piracy/smuggling. mining/trading) but for an initial run I just wanna do more of a freelancer/merc thing.
>tl;dr: mods for n00bs, or should n00bs play vanilla 'to endgame' before mods on a new char
Just play vanilla.
makes sense (get a feel for the game in general, then look for mods that add more content in the areas that tickle my fancy), thanks bros
that being said; one follow-up question; I'm not asking for specific ship/weapon/etc... recommendations, but what's the like.... some shiptype balance/fleet comp "basics"? What kind of ship should I be personally piloting? Something maneuverable with heavy hitting narrow-cone weapons? something that just kinda sits back and circles the battlefield (out of reach of enemy weapons while I broadside or chip away at the enemy with drones/fighters) while I RTS the rest of my fleet into doing the heavy lifting >>> What types of ships does the AI handle best, what types should be best left to manual control, could I just fly an expensive capital with a giant fricking swarm of cheap and replacable combat-oriented shuttles in an facsimile of carrier-warfare or do I actually want a mixed and balanced fleet composition like it's WW2 with flag/carriers/destroyers/frigates.etc...
thanks man, that's the EXACTLY the kinda stuff I was lookin at (alongside hex shields); just kinda graphical enhancements/qol stuff
Fleet commands in this game are more of vague suggestions than actual orders. You need to go in with the understanding that, regardless of if he was actually successful, the developer of this game hated micro and wanted to completely keep it out of his game.
For a personal ship to pilot, it's really down to a matter of preference, but generally a good place to start is with destroyers, since they'll likely be what you are starting with, and there's a good variety to get a feel with. The Hammerhead, Sunder, Eradicator and Shrike are the four I'd suggest trying each at least once.
You can also play the preset missions on the main menu for risk-ree experience with the game's combat, but those scenarios are old and haven't been rebalanced to keep up with how the game has changed over time, so their stated difficulty may be completely different from what the game claims.
>what's the like.... some shiptype balance/fleet comp "basics"?
Start by collecting frigates, build up to a couple of destroyers with your frigate swarm and scrap the frigates that underperform or don't recover them when they die, then collect destroyers with a carrier or two and build up to a couple of cruisers, then collect cruisers with a couple more carriers and build up to capitals.
Pirate fleets will die much faster than a real faction fleet so be sure you can handle pirates before trying to raid the big guys' convoys.
>What kind of ship should I be personally piloting?
Whatever you have more fun with. For me that's usually the maneuverable hard hitting ships, which are also more effective in player hands than AI hands when you fully understand how to pressure the enemy AI. Safety Overrides frigates or destroyers are good player ships and if you restore a LP Brawler you can punch far above your weight with it. However you can totally fly a carrier or other long range ship and focus on issuing fleet orders. The Operations Center hullmod is good for a player flagship if you want to go that route.
>What types of ships does the AI handle best
Experiment in the simulator by picking an equivalent ship (frigate vs frigate etc) and hit U to let the AI fly your ship and see how it will handle. You can also pick other allied ships from your fleet and add multiple enemies to try a more realistic battle. In general you want your weapon ranges to line up or else the AI might only use some of its guns while not getting close enough to use the other ones. Check your weapon groups after changing weapons. You can set them automatically and adjust if needed. Aggressive officers will try to close in and use all of their guns which is usually good but may not work for some ships.
>could I just fly an expensive capital with a giant fricking swarm of cheap and replacable combat-oriented shuttles
Get an Astral but you do need escorts so it doesn't get mobbed.
>What kind of ship should I be personally piloting?
One you know how to fly or are learning to fly.
>Something maneuverable
If you want. Paragon and Odyssey are both good flagship options.
>heavy hitting narrow-cone
whether a weapon mount is a turret or a hardpoint only effects recoil. Beams and other weapons with prefect accuracy are always better when on a turret.
>(out of reach of enemy weapons
Paragon and carriers are the only ones that stay out of range and you're not lapping anything with a paragon.
>while I broadside or
Most ships aren't built for broadsiding.
>What types of ships does the AI handle best
The AI is pretty good with most ships. Just avoid having weapon flux too high above dissipation and you should be fine.
>with a giant fricking swarm of cheap and replaceable combat-oriented shuttles
Shuttles would drop like flies and you'd soon be isolated, scarabs, tempests, and omens on the hand...
>do I actually want a mixed and balanced fleet composition
just get 6 dooms and a legion(XIV)
Plenty to digest/consider/apply here thanks bros, glad to hear (or rather *not hear* anything explicitly definitive about "cvs, dds, bbs etc...." are dogshit dont play em) that there's flexibility on ship types (balance-wise)
play vanilla until you're bored. don't worry about it.
>I know there's lots more stuff that can be done (idk like... colony focus, piracy/smuggling. mining/trading)
those are just ways to make money to pay for your big combat fleet. in the end everything comes back to combat, it's not like some kind of economy simulator.
Been playing vanilla for years no problems
>should n00bs play vanilla 'to endgame' before mods on a new char
Yes. I think mods could get overwhelming if you start with mods before then. There are a few QoL mods that aren't intrusive
>GraphicsLib
>Combat Radar
>Autosave (does not autosave by default but reminds you to save)
>LazyLib (required for the above 3 mods)
QOL Mods:
Captain's Log - Marks salvageable ships, containers, ruins etc on your intel map.
Combat Misc Utils - Needed for Hexshield
Deluxe Player Flags - More custom flags
Detailed Combat Results - Adds battle statistics to your intel windows to look at performance of your ships and fittings.
Hexagonal Shields - never go back to vanilla after this
Lazylib - library
Magiclib - library
More Character Portraits (Vanilla) - Replaces vanilla game portraits with touched up much better looking versions in similar art style.
More Character Portraits - More portraits similar art style to the game.
More Player Flags - what it says on the tin
More Ship Names - more random ship names in theme with the game
Player Portraits Exended - More portraits with similar art style to the game
Portrait Changer - when you finally get a good skill combo pilot with atrociously shit portrait.
SpeedUp - x4 speedup game and can speedup combat. Unless you like watching paint dry.
zz Graphicslib - Library
After you finish story:
Nexerelin - expands game to faction wars, spies, role playing and other challenge options.
Pic related is to fix some graphical glitches like random triangular lines in storms and shoddy looking engine exhaust graphics you can get when using some mods (had these when using speedup). Only need to change Vulkan/OpenGL present method to whats in pic.
Oh, also, needed for some mods to not kill your performance: update java to version 8 and increase allowed ram for the game engine. info in this link https://fractalsoftworks.com/forum/index.php?topic=25974.0
I use 4gig memory from the default 1.5 and seems to work well for me.
What are some good Falcon-like ships design-wise? mods are fine
falcon (p)
>some distance away
5 years of Starsector and the best mod is still the same, abandoned one. What the frick are modders doing?
but what about neutrinobros?
For me, it's Unsung
Is the pirate sprite for this thing just not used?
I see it in the graphics folder but there's no variant or skin file that actually use the damn thing
this dude took the doom crucible sword and made it into a ship kek
ew
Based contrarian.
What is your favorite ship then Anon?
Not ships, Mechs.
Recently my favorite ship is the labor from missingships. Its a massive explorer/salvage ship that requires no supplies or fuel because it makes its own. 200 deployment cost though if you want to use it in battle kek
This wouldn't be a problem if you could just take ship hulls and freely add them to whatever mod you want, or even put them in the base game. Why can't you do that?
today I will remind them
i really hate that gacha mods need to be smodded. i shudder what i would do if i didn't have progressive smods. and even then it's fricking unclear. what does the omega one do apart from being shit????
Drastically improved autofire, projectile speed, reduced weapon OP's cost, cooldown, to top what I could remember.
all the hidden gacha smods are beyond OP
from Omega being a batshit FCS to Aegis Divinorum being XIV smod but way more broken because it fricking adds Fortress Shield system to ships while giving frickton armor and hill hp, and then there's the survey and exploration smods which are as OP as the combat smods
My kind of mod.
Playing starsector once every year or so since 5-6 years - currently on pause for me again. I just wanna say that seeing a starsector thread constantly up on this board makes me happy somehow. I see it and think "Ah - there it is. Good.". I do not know why. That is all.
these threads went downhill after the anime coomer crowd come here
don't say i didn't warn you
>Diable weapons are straight-up inferior to vanilla
What in the frick
What's the last Diable version where they were good? I'm gonna overwrite all this shit with what I find there and make them as good as they're supposed to be.
I updated my diable shit just because the Virtuous got a massive overall buff. sorry diabolo, but mecha is calling me
DA has stayed in place while alex is powercreeping the shit out of vanilla
>What's the last Diable version where they were good?
they were always mediocre thanks to tards balance obsession but now vanilla has been powercrept and modders are in an arms race to make even more bullshit all the time so diable is garbage in comparison
>allow the download
>game crashes
Thank you, digital satan.
Place inside synth robot with full robotic sensory organs.
Throw inside brig with convicted rapists.
>put it into a robot
>overpowers you with it's artificial tard strength
>rapes and mindbreaks you before you can rape it
Great job dumbass
Who say anything about allowing it's limbs to function. It'll essentially be a huge fleshlight.
When the frick's the update to the Daemon Slayer hullmod?
It also needs to be given an s-mod bonus
Is there a guide for creating a faction somewhere? I have an idea.
>stray sporeship from a very early epoch of the Domain misses its target, arrives in the ass end of the Persean sector instead after centuries of flight
>arrives about 120 or so years after the Collapse
>sporeship terraforms one of the worlds into a mostly serviceable arid world, but it grinds to a halt early
>the human life seeded on the planet grows, starts to build, converts the sporeship into an industrial centre
>they're aware that they are nowhere near where they were supposed to arrive
>too far away to receive hyperwave comms beyond random noise and there's a nebula blocking their view of the core, so they don't know there's civilisation beyond their system
>the only outbound fleet they sent never returned raped by pirates, so they keep to their system
>mostly use vanilla low-tech, but also have made some slightly more advanced designs independently
How does this sound?
Just look at a modded faction that is similar to what you are trying to accomplish. Brighton (the HMI submod) spawns in a random location some distance from the core, you might want to check that out. The faction itself is somewhat similar too
That's fair, and I can see the similarities. What about the technical side of things? Where would I have to look for the java busywork?
How so? What doesn't convince you about it?
Thank you, anon.
>Where would I have to look for the java busywork?
First of all, you should follow the tutorial on how to set up IntelliJ, your IDE: https://starsector.fandom.com/wiki/IntelliJ_IDEA_Setup
And then open HMI_brighton in it.
If you look at its mod_info.json, you can see that the "entry point" is HMI_brightonmodPlugin, which contains the following:
if (!haveNexerelin || SectorManager.getManager().isCorvusMode()) {
new Brighton_gen().generate(Global.getSector());
}
Which then contains:
new HMI_dieman().generate(sector);
Which then, seemingly in combination with HMI_dieman.json, generates the star system and shit.
No idea why the function is only executed without Nex, but the system is clearly there with Nex, so maybe it has some other way of calling the generation thing automatically.
I would highly recommend making a copy of your Starsector installation for development purposes. So you have a separate dev environment where you can just hit the debug button in IntelliJ and have the game launch without needing to switch out the mod config, enabling dev mode etc.
It's a bit of a pain in the ass to set everything up but once you got it, the development process is quite enjoyable. Modding doesn't get much better than running the entire game in a debugger.
Much obliged, anon. I'll have to deal into rules.csv too for dialogue, which is going to be a bit of a mess.
>No idea why the function is only executed without Nex, but the system is clearly there with Nex
The system generation executes either if you don't have Nex OR if Nex is set to corvus mode. This prevents the system from being generated in Nex random sector mode where Brighton should only have a set of random planets.
Oh I thought "corvus mode" was the random sector generation, thanks for explaining. That makes a lot more sense.
completely generic and uninteresting
Horrible.
Frick you, I think it sounds cool.
Don't feel too bad no one even made fun of my rp crew idea kek
It sounds stupid, ludd would be disappointed.
Sounds cool, if you do make it, you could definitly make a cool quest line about it :}
https://starsector.fandom.com/wiki/Intro_to_Modding
Here's a common fanguide people use
Does anyone actually like the new bounty board on the Intel screen from MagicLib? I have 30 fricking bounties available at the same time. Like what the frick
The market index add on for that is also great. Practically mandatory, it saves ao much time trading commodities. Or just market info in general.
How do I make Gemie join my fleet from Sephira mod?
you have a nice day
How can I rape her if I'm dead
shitty lack of devotion
So I tried the MRC start in Arma and just like the old sleeper start i'm negative relations to everyone (except MRC obviously now) just like before. Why were anons trying to say you're only supposed to be negative to trititty?
kek stupid fricking tribreasts gave me 3 hyperions and some mechs to play with. GREAT start for my fleet. morons decided it would be a great idea to split up vs the valk you get at the start and the swordsman aleste in the station at the start and some MRC locals in system.
They care if you have your transponder on when you hit the convoy. That's about it. There's more egregious examples of what you're talking about though, in that the AI isn't intelligent in the way you think it ought to be. Example: A planet gets invaded (I'm running modded starsector), and is in need of heavy armaments and marines. I check the news for a resupply convoy headed to the planet. When it arrives, I blow it up, then dump all the heavy armaments and marines I have already in-system onto the invaded planet, making giga space bucks. It never occurs to anyone involved, both the invaders or the convoy owners, that I just profited off their war and played both sides. Which is silly, since the game already has a suspicion mechanic where blackmarket trading with your transponder on gets you sussed out by the local pigs. In general though, piracy doesn't pay. You make a pittance compared to running drugs or guns.
newbie here, should I "restore" salvaged ships with D-mods or not?
I'm about to leave the 'starter system', have...
starter ships:
wolf, shuttle
salvaged stuff:
hammerhead, wolf, shuttle, hound, etc... (etc is non-combat stuff like dram, cerberus, some transport ship they give you in the tutorial; I don't think I care about D-mods on these since I don't actually use them in combat))
and like 70-something K, It seems like I *could* restore most if not all of my combat fleet; namely it's the hammerhead and wolf I want to restore
my usual combat setup is...
personally piloted wolf; escorted by 2 shuttles
officer piloted hammerhead; escorted by salvaged wolf and hound
(I don't deploy the transport, tankers and freighters)
and I'm running like this uhhhh antimatter blaster or whatever I picked up somewhere, horrible ROF and range but does great damage vs shields or hull etc... I just kinda kite around waiting for a battle to start and then go in and blow someone's shield or ship up when they're busy focusing on fighting my other ships and then F/teleport away
I keep seeing tooltips or things on the forums that seem to be advising against 'fixing D-mods' and that you're just supposed to play with them and only fix them on ultra rare endgame ships or something; that being said, I feel like I can pretty easily afford to fix em on the backbone of my combat team; should I? or am I going to regret this 10 min later when I find next tier of ships in salvage/for sale
watch d-mods on survey and logistics ships that add cost, you can bloat fuel and supplies cost quickly. I always bumrush hull restoration on the industry path myself but a lot of people go the other way with it and use derelict operations which makes your ships cheaper if they have d-mods. Starting out you should really resist salvaging ships unless you need them as you need crew and supplies and fuel to run them as well as weapons to arm them.
You should really worry about getting more money up so you can afford supplies, crew, and fuel whatever you use.
thanks, I actually took a closer look at the D-mods on the ships, and I guess I'm not as trigger happy to restore anymore
ok so the ones I was most tempted to restore were
1. hammerhead (D-mod; degraded engines, I guess it *does* have a resupply discount, so maybe I DON'T want to restore this? the maneuverability hit doesn't bother me that much since I this ship is AI piloted and escorted and seems to be doing fairly well in combat)
2. wolf #2 (3x D-mods... mixed bag? decreased shields[bad] increased fuel use[bad], decreased crew cap/combat readiness BUT decreased resupply[good?])
3. shuttle #2 (increased crew req, decreased combat readiness [i guess it's just a shuttle so not a big deal; I just need this thing to draw fire and disable engines while I sneak around to antimatter-blaster someone up the tailpipe)
so breaking it down I guess the hammerhead and shuttle are fine "AS-IS", with the maluses being fairly minor I think, and the decreased logistic cost being good
oh and hound just has degraded engines, I mainly use it to escort the AI-piloted hammerhead so it never bothered me
as far as the support/logistics ships I got the free civilian transport from the tutorial(it doesn't feel that expensive to maintain, I also don't use it in combat at all, so I haven't really bothered to do anything with it), a dram, and 2 cerberus
dram has compromised storage; which I think is bad for a transport, and also has degraded drive field (which I'm not sure 'how bad' this is; max burn level -1, sensor profile +50%
BOTH cerberus have same D-mod pair of; compromised armor & faulty power grid... probably OK? since they don't fight?
should I restore the wolf though? only costs ~24k and is a third of the 'main' battlegroup
Wolves brand new with no dmods aren't much more than that restore cost.
dmods are a joke, just pretend they don't exist
>hound just has degraded engines
>cerberus have same D-mod pair of; compromised armor & faulty power grid
These ships also have Rugged Construction which halves the effect of d-mods. You can largely ignore d-mods on these ships, or go capture other ones from pirates with fewer d-mods. D-mods aren't that bad on most ships unless you have a lot of them or you have compromised storage and increased maintenance both on a freighter or tanker.
I agree with
though, for the wolf you could probably buy a new one with no d-mods or run the d-modded one and not worry if it dies. Both Heg and Tri-Tach have wolves. You probably don't want to pay for a Wolf (P) but if you recover one that isn't completely trashed it makes an okay escort. Try a graviton beam and gazers on one.
initially irritating, but ignorable. Taking the D is the fast way to form a death ball virtually free.
Things like faulty power grid or compromised hull/strucutre damage does get on combat ship's nerve sometimes. with reinforced bulkhead you won't get comp hull when sunk. Using specialized build to build around the combat dmod. remember -50% cancels out +100%. 0.5*2=1. so most hullmod can't cope efficienty with the dmod which is why to build around it. missile, converted hanger and long range fire support build are less affected by most dmod, making them easy crutch.
logistic ones are easily patch by efficiency overhual. because they are the cost +% and easily reducable by -%.
derelict operation didn't come into play until the battle is DP limited(crusier stack)
Restoration costs way more than just buying an entire pristine ship, it's pretty pointless to spend that much money unless the ship is really good and you're going to keep it for the rest of the game
When people get into modded and you have starship legends and the like it gets more worth it... sometimes.
Removing Dmods only worth it if there is two tops and in has to be on a rare/valuable ship with limited acess.
There’s a skill that removes random D-mod every month and gives you extra readiness per S-mod.
The one thing to watch on the sleeper (now called MRC) start in the new Arma update is you're commissioned, which is nice because money, but means those already negative relations can go even more sideways fast kek
post killcount
what ship did you lose
I forgot
I can't believe you've done this.
chad derelict enjoyer
good enough?
what did you do to those officers
luddic playthrough
"lost" ships were either IEDs or cannon fodder, and the officers I think, were lost to the hivers
still not sure if that modder overdid it or was my trash armada just that weak
oh, based then praise ludd
how do you find the hivers, seemed like everyone still fought amongst themselves instead of against the hivers and the ships were ugly so I was kinda like meh nevermind.
I think they were supposed to be a late game challenge but much like lesbio, the raids and invasions tend to mess with the core worlds too much
exterminating them was more tedious than fun tbh
Yeah everyone was being invaded meanwhile no one was fighting them, heg was like I NEED TO KILL TRYHARD NOW which fair enough. No one seemed to care much about the green wave.
iirc the reason they were so OP is because their weapons generate virtually zero flux
not sure how or whether it counts in battles without the player though
D-mods should really be more impactful. Half of them do nothing and most of the other half are highly dependent on what the ship actually does. The only one that really stings is the flux one. It should be like logistic ship D-mods, where 2 Atlas with 5 D-mods each are much worse than a single pristine one.
they used to have twice the impact but people kept complaining that their broken ships were broken
Really? When was that? That sounds much better
0.91? 0.95? something like that. not terribly long ago
0.95.1a even, although it was not twice the impact, it was 50% more for most mods. I'm tempted to just revert the change myself and see what happens
Everyone beelined dmods scrubbing skill in any case. Its existence alone makes dmods basically irrelevant regardless of their penalty.
The skill is pretty slow, it's not like it instantly makes your fleet have zero D-mods.
Maybe if money wasn't so easy to come by, they might have a reason to exist. As it is, it's just as easy to buy pristine ships and you're never strapped for cash unless you're playing one of those tryhard Misery-tier mods.
It would make losing ships in battles actually mean something.
As in losing ships in battle and recovering them, resulting in damage to the ship. Not losing them permanently
Man I made a ship its so good it beats like all the ships in simulators you guys.
But can it beat the sim Onslaught?
more than once bro
Amazing, you've possibly created the best fit this playerbase has ever seen.
If you are commissioned with a faction and you raise reps with other factions do you slowly raise their relations as well with those factions?
so I just found this absolute unit in some random system I stopped by in while on the way to some low level pirate bounty, but now I'm like... stranded or something because I have nowhere near enough crew for it? or I guess for that matter, probably not enough money to buy enough crew even if I get back to civilization?
Do I just like load an old save? will this ship still be here if I come back prepared to salvage it proper? or do I just need to figure out some way to limp back to a populated sector with it because it'll probably be gone or something else if I don't make it happen now?
just mothball it and store it
there should be only two XIV legions per sector, so it's almost unique
>mothball
thanks man, I didn't even know I could "do that", I saw the option earlier but just never actually tried it on anything, Imma go stash this baby at the abandoned terraforming station and get back to hunting pirates, once I have some scratch I'm looking forward to fixing and gearing up my new 'flagship'
>two
You're thinking of hypershunts and cryosleepers
There's more than 2 xiv legions per sector generation
I usually find 5 on average
huh, could've sworn there was a cap on derelict 14th ships
There aren't any
if you have mods that increase the number of salvageable derelicts then there will be more xiv ships to find and collect as well
>XIV Legion
>absolute unit
Those are the filthy rats of starsector
There will always be at least 3 derelicts with every new game since the blueprints for them do not exist and can only be spawn'd from Historian events
Guys i'm going to kms, I can't fricking do it. These phase ships from hell supported by two droneship battlecarriers are raping me. After it curbstomped my Superfleet™ of IBB mod ships and zig I even went in for round 2 loading up on as many LRMs and interceptors as I could to try and nail these phased bastards and got raped again. Should I go full beam mode with paragons, apogees, and sunders with fighter support? I have never been owned so hard in a videogame in my entire life.
just type nuke bro
impenetrable monitor wall lmao
or get that 'special' ship from xhan and watch the fireworks
Why would a robot need breasts?
You know why.
in the future you can have sex with every robot
>phase
>LRMs
homie what
Are you fricking moronic?
You even have the fricking ZIG how the hell did you get outPhased? Did you fricking outfit it with shitty non-beam weapons or something?
What are some strong faction mods to be my enemy?
I threw together a quick mod for myself to make D-mods more impactful, here's a link if anyone cares. https://mega.nz/file/ljdXwYDY#6y0HPwBD02GN05c83olVk2z7nACiBVnU6O5cQVOtSQA
Reverts all the nerfs from 0.95.1a like pic related for degraded shields and makes the not nerfed ones slightly harsher, like erratic injector now reducing zero flux speed by 20 instead of 10.
Can add to saves and remove from saves because it doesn't add or remove anything, it just overwrites the vanilla D-mod java classes which alters their effects when the game is loaded. Should also be trivial to build yourself if you place it in the starsector/mods folder.
I might end up making this a proper mod with forum post and all, it's something that's been on my mind for a while. If you have any D-mod ideas please give them to me and I will make them a reality, they can also do something more complicated than just modifying stats.
The goal is not to make the game more miserable or harder or whatever, it's just to make D-mods more impactful and more interesting. Currently they are kind of meaningless and they also don't really change what you do with a ship, which in my opinion is a missed opportunity. A pristine ship isn't really special if damaged ships are almost as good.
Some ideas that I had:
>Degraded weapon loader
Reduces fire rate by 25%. It's kind of interesting because that's not technically a 25% dps reduction, you can make up for it by using weapons with higher flux usage.
>Unreliable shield generator
Reduces shield arc by 25% and raising speed by 50%. A smaller shield is pretty weird to play with and having multiple D-mods related to shields also opens up this situation where you just say frick it and shunt the shields.
I think there's also potential for D-mods related to missiles, because those are completely missing from vanilla. Especially long range missile support ships give 0 fricks about any of the D-mods in the game, except maybe the ones hat lower CR. I'll have to make sure that these only spawn on missile ships, which is a bit annoying but not too bad.
>Faulty ECCM
Drastically reduces the strength of missile guidance systems. The idea is to change ship building a bit by making torpedos and other dumb fire missiles more attractive.
>Compromised missile racks
Reduces base missile ammo by 33%. It's kind of lame to have D-mods be direct inverses of normal hull mods, but most of the vanilla ones are like that so whatever.
>Faulty missile loader
33% reduced fire rate, meaning it takes 50% longer to shoot. Makes ammo gated missiles like hammers and gorgons more attractive.
iirc there's some old mod that added a whole load of extra dmods. it was pretty boring stuff though, basically went through mutablestats and added one mod for each stat
but now we've got listeners, which makes it reasonable to do all kinds of stuff
Brittle Armor
- Increases kinetic damage to armor by 50%
(use a listener, getKineticDamageTakenMult also applies to hull)
Reactive Shields
- Increases explosive damage taken by shields by 50%
(listener again)
Damaged bulkheads
- Reduces the minimum armor protection to 0.
(may need some other penalty tacked on)
Destroyed Plate Fasteners
- A small group of armor cells cannot be repaired.
(would require a listener and probably some post-battle workaround for the player fleet)
Destroyed sensors
- Sight radius is reduced by 90%
(not a problem until it's a huge problem)
Leaky Capacitors
- Reduces the maximum ammo of energy weapons by 50%.
Malfunctioning Ammo Forge
- Reduces the maximum ammo of ballistic weapons by 50%
(thumpers btfo)
Stuck shield emitter
- Shield is always on
Unstable shield focals
- Omnishield is always fixed in some random direction
- The direction could wander during combat
(not 100% the ai can handle this)
Dead Comms
- Defensive Targeting Array without the good parts
(probably shouldn't go on pure carriers, too crippling. fine on COMBAT though)
Unreliable Rangefinder
- Ballistic Rangefinder but backwards
Destroyed Bay
- Reduces the number of fighter bays on the ship by 25%, rounded down.
(only put this on ships with 4+ bays)
Jammed Turret Traverse
- Weapons that are firing cannot rotate
(needs a fairly involved listener)
I think some of these are a little too redundant with existing mods or too situational, but I really like a bunch of them
>Stuck shield emitter
This would probably need an automatic shutoff at maybe 80% flux so it doesn't constantly overload the ship. And maybe a little bit of constant hard dissipation to not be too obnoxious.
>Unstable shield focals
Would probably ruin the AI and sounds a little bit too impactful, especially with a small shield arc this would completely ruin a ship.
What about having it somewhat front facing, maybe with a small offset like +/- 45° from the front between which it wanders randomly?
>Destroyed Bay
Sounds good, I would probably go even further and reduce it by 33%, applying to 3+ bay ships. Not sure what to do about ships with rugged construction, maybe it could increase fighter replacement rate by a little to make up for it.
>Jammed Turret Traverse
I really like this one, although 0 rotation is maybe a bit extreme.
It also shouldn't be too hard to implement, I think you can just have a simple advanceInCombat() method which uses weapon getCooldownRemaining() and getCurrentSpread() as a pretty good heuristic for determining if the weapon has fired recently.
>This would probably need an automatic shutoff at maybe 80% flux so it doesn't constantly overload the ship
but that's the entire point
it would be absolutely cripplingly bad on many ships, granted
I think the D-mods should be impactful but not cancer inducing. Slightly stronger than vanilla faulty power grid (which I reverted from 15% to 20%), but not as ship-ruining as ill-advised modifications.
Agreed. I like designs that limit/penalizes player's choice on their gameplay (i.e. Stat Reduction, Crew Casualty risk, etc.), rather than just overriding them (i.e. Having your engines blow randomly due to ill-advised mods). Lion Guard's "Special Modifications" is better in that sense, as well as losing weapon mounts in the earlier versions of the game.
>decide to play The Doomwagon start
>it can be upgraded with mines
>roll some gacha mods
>even more fricking mines
How many mods add minestrike? Its fun being a rolling DMZ.
>How many mods add minestrike?
KoC's got you covered. Mbaye-Gogol has a P-frigate and P-destoyer with the mine strike ability.
Equip the whole fleet, and watch the pretty lights.
Literally every Mbaye Gogol phase ship is a literal fricking Doom except for their version of the Doom which has shit-all instead because they stripped the mine layer modules from those to attach to their other phase ships
How should I be kitting out my flagship (XIV Legion)? Also I feel like it's time to start upgrading my officer's ship and escorts (been basically running the same stuff for the since tutorial) and I have like 600k credits lying around now; rn my fleet is like this;
"flagship" personally piloted; XIV Legion
3 heavy autocannon
2 thumper
2 pilum LRM
8 vulcan PD
3x xyphos
1x dagger
Blast Doors
Aux Thrusters
Dedicated Targeting Core
Armored Weapon Mounts
[I have no fricking clue if this is "good", it probably isn't, I just found a XIV Legion EXTREMELY early on so it's probably just OP for the shitty pirate fleets I'm up against usually]
Officer-piloted second 'capital' ship; Hammerhead
2 Arbalest Autocannon
2 PD Laser
2 Light Mortar
2 Swarmer SRM
Reinforced Bulkheads
Armored Weapon MOunts
Blast Doors
2x Wolf (escorts for the hammerhead)
Antimatter Blaster
2x LR PD Lasers
1x Annihilator Rocket pod
1x Salamander MRM
Reinforced Bulkheads
Support ships;
Valkyrie troop transport (haven't actually done anything with marines yet but saw a few prompts to do so earlier while doing academy quests where you're buying things from pirates)
Phaeton tanker
Buffalo freighter
Ox tug (is this thing actually useful? I just kinda bought one because it was cheap)
After finding the Legion I just did a bunch of academy missions and surveying and stuff and was finally able to kit it out and replace my old logistics fleet (couple of cereberus and drams) with a smaller number of larger ships; wondering about updating my officer's combat ship and escorts, as I've been seeing some new salvage and for sale ships, but just hadn't tried any out yet. also curious about what kinda weapons I should be slapping on my flagship as I'm under the impression that the 'random shit' I have atm has mainly been working because I'm fighting really shittly equipped pirates
if you want to have fun with the XIV legion, you need to put something fun in the missile slots. try hammer barrage or cyclone reaper. xyphoses are great. replace the thumpers with dual flak.
>hammerhead
usually people use two railguns and two heavy mortars, the inverse of kinetics on mediums and HE on lights doesn't work as well because armor damage calculation is much better for weapons with high damage per individual shot. there are no really good HE weapons for light slots. the arbalest is also particularly shitty, the railgun has the same dps, is cheaper, and fits in a small slot.
I just put two chainguns and SO on my hammerheads and they're so fricking fun.
rarr is that you?
Who?
some gay guy, not a troony though
father figure of Jimmy Bladebreaker
he does love milk so you might be right
I'd put Reinforced Bulkheads on the Legion instead of Blast Doors so that you can get it back if you somehow lose it. Hammer Barrage is an okay choice for the large missiles and should be easy to find.
>How should I be kitting out my flagship (XIV Legion)?
At this point in the game, you shouldn't. It slows your fleet down, it's expensive to run, it's overkill for most things you deal with in vanilla game and it's not that good of a capital to begin with. You definitely can't afford to run a Legion with 600k in bank and a single Phaeton and Buffalo. In fact, your logistics component is non-existent, you should be aiming at 2-3 Colossi for midgame just to be able to haul away all the salvage you find beyond the core worlds. Speaking of salvage, get 2-3 salvage rigs so you can live off what you find. Stash the Ox, you won't need it until you start using capitals. Don't try to jump straight to capitals from your tutorial Hammerhead, it's not going to work. Get a decent starter cruiser first. Anything that's not a Venture or a converted civilian is a decent pick to form the core of your fleet, but special mentions go to Apogee which packs neat exploration bonuses and Falcon (P) which is god tier but requires some red skill/hullmod investment to make full use of so it's probably not an ideal first choice. Get more and better frigates like Tempests, Brawlers, Omens or even Hyperions. Destroyers are in a weird spot where they're not terribly useful in the long run but an Enforcer or a Manticore or even more Hammerheads won't hurt at this stage. Obviously, get more cruisers too and officers for them.
When you're pushing up to your 30 ship cap and your logistics start feeling cramped without an Atlas or several, then you can consider taking that Legion out of stash and you'll have a far better idea of what to do with it by then.
What are you talking about? There's absolutely nothing stopping you from running the Legion, it's just as expensive as having 2 Eagles or whatever, and it is at least as strong as them. And it is not overkill for vanilla enemies because the guy has almost no other ships.
As far as the lack of escorts goes, maybe that would be a problem with something like an Onslaught but a Legion is pretty good at covering for itself, being a carrier and all. Give it some Xyphos and Locusts and it will obliterate any shitty small ship trying to flank it.
It's a huge boost in fleet strength with no downside to it aside from ships having upkeep, which is not limited to the Legion. Yeah the speed sucks, but if he really wants to he can just S-mod augmented drive field on it. It's not that bad.
>it's just as expensive as having 2 Eagles or whatever
If you look at supply cost alone, sure. If you look at minimum crew, fuel and all the extra time you waste at stock 7 burn — not so much.
>As far as the lack of escorts goes, maybe that would be a problem with something like an Onslaught but a Legion is pretty good at covering for itself, being a carrier and all.
>Give it some Xyphos and Locusts and it will obliterate any shitty small ship trying to flank it.
A single ship is never a problem. That goes both ways, so I wouldn't bet on this comp even versus a standard "bunch of Atlas II + friends" pirate shitfleet or a cruiser-sized Ordo. It'll get swarmed and die, and that's without going into the guns and hullmods he's got.
>Yeah the speed sucks, but if he really wants to he can just S-mod augmented drive field on it. It's not that bad.
S-modding logistics hullmods on combat ships is a permanent waste of a slot and 7 burn is a major dealbreaker otherwise.
the downside is its low burn and high sensor profile
and absolutely ridiculous fuel guzzling
Fuel is a nothingburger
just buy sindrian
>just travel to the most out of the way place in the sector every few months
>out of the way
>literally the center of the core worlds
What did this gay mean by this?
Frick you and your gas station owned by a corpse
complete list of interesting things that happen in the core:
end of list
nachiketa is cheaper most the time
It would be a funny mod to put in "grades" of fuel with sindrian being both the most expensive yet also better than regular fuel
And pirates have their own shitty fuel that is also very expensive but it's shitty fuel economy.,
>every ship has a specific grade of fuel it requires
>using a higher or lower grade of fuel will cause it to lose efficiency in cruise or even malfunction in combat
>you need separate tankers to carry each fuel grade (you can't mix them)
the worst mod in human history
>>you need separate tankers to carry each fuel grade (you can't mix them)
Stop making vanilla reskins and shitty pirate refits.
No, I will not.
Pirates and LP need more ships.
In my current run I've been giving blueprints to the mrc, rats, path, and indy.
we WILL take back the sector from normies with their "proper factions"
He might be an even bigger homosexual than Noah himself
>she
Who?
Sounds like the Hullmod Expansions guy?
>Checks the mod
Jesus, it's fricking terrible. $100 for 4 shitty 3d model?
t. Noah
who/ which mod?
>Nia
>she
Huh?
mostly random, long answer is long and uninteresting. you'll find enough legion xivs to get tired of them soon enough
Maybe I'm tired of you and find you short and uninteresting
maybe you should do something other than than post here
Maybe you first
This image looks like something an instagram tourist would make after lurking a week and trying to fit in
Is there ANY downside or risk to pretty much exclusively using the black market to empty cargo hold and restock on supplies/fuel/crew and occasionally picking up an interesting weapon or blueprint?
After big transactions, I get the suspicion:extreme thing, then as I leave the station/planet/whatever some cops frisk me down and then tell me to have a nice day (I suppose since I'm never actually moving contraband, just evading taxes). Is that *all* they ever check for? drugs, organs, AI cores etc... the first time it happened after I bought a ton of shit from black market (usually just used it to empty cargo hold) I thought they were going to confiscate the crew/weapons etc... but they didn't (was this because the weapons were already mounted?)
Like I know that if you do the 'regular market' you can get reputation points, like one time I offloaded a few hundred volatiles that I found in some survey/ruin/exploration... mainly because I wasn't fricking paying attention and did it in the standard market instead of black, had to pay tarrif, but did get some notification about hegemony rep gain (which I guess I wouldn't get if using black market), but on the other hand, I'm not really sure what hegemony rep is even good for since all the hegemony market shit seems to REQUIRE commission which I do not have even though I have very good overall rep with them, and I don't wanna get commission because I don't wanna be attacked on sight by other major factions if I travel in their territory
Yes, some gays didn't realize you can just go full transponder on and sell and buy shit on the black market, and they worse thing the patrol can do is... lowering your fleet readiness which costs measly supplies if you don't have contraband or shielded cargo.
yeah it's completely toothless, feel free to shop california style
Its just that. If you frick off for a year then it resets. Im not sure if there is a hidden sus level that doesn't degrade. If so you may be caught with ai core without shielded cargo
I don't really care.
I did big trades non-stop for a while and my relation got to -20 with most factions kek
Alex added some cops being ruder than usual and lowering the faction relation in general, but it's just a flat amount so it means nothing if you just do a big bulk trade on the black market.
Do you increase yo and AI ship fleet limit or stay vanilla?
400, anything else makes the game easier
about 1200 is the sweet spot with forced 50/50 split
>Salvaging skills
>Bounty hunter or Merchant raid
>Have excess supplies, metals, and fuel I don't know what to do
>Buying stuff ever
Lol lmao
Salvaging skill is twice the bonus of 3x salvage rig in terms of post combat salvage.
I want shielded cargo holds, survey equipment, and salvage gantries on everything, even mechs, don't question me
So you're telling me Hegemonkey lost like ninety-percent of their XIV ships and can't manufacture them back again?
over 150 years and two apocalyptic wars, but yeah
They don't have denuvo anymore
Haha homie, just throw a bunch of alpha cores to crack it open
This makes a little sense, I'm sure there's a reason why all remnant ships have pristine quality.
Alpha cores need infrastructure built around them to function, they aren't just a tiny circle you throw at things via usb cord. They have to be submerged in cum for one thing. I originally thought they were small and you could stack them as well but thats not how starsector works
Not really a problem since facilities like supercomputer exist.
I'm not saying its "a problem" I'm saying to do what the original anon was talking about you would need a massive facility of cumjars, not just some cables.
Yes, I know. You make it sounds like it was a massive undertaking just to get the facility above ground. Fricking autist.
Anon its ok to be moronic but to lash out like this needlessly is unbecoming.
Just whatever dude, you won, congrats.
I wasn't trying to win just saying that they need infrastructure. Its alright anon. You ok? Its a shitpost thread I'm not trying to fight or anything.
Shut the frick up Nia
>'high tech'
Doesn't mean better.
>I can go FULL xyphos
Yeah.
>should I?
No. There's only so much value you get from 1200 range ion beams. If you want the point defense other fighters can provide it cheaper. This doesn't mean you shouldn't have any xyphoses, just not 4 of them.
>do I want some torpedo bombers too?
Legion gets its finishing power from missiles already. Consider regular fights that clog PD like broadswords or warthogs.
>hammerhead
Another thing to note is that hardpoints reduce recoil, and railguns have perfect accuracy.
stop fighting please
https://twitter.com/dwangooooo/status/1747184888950952209/photo/1
Thats a dude drawing a dude of another dude.
Much better, noah.
>Thats a dude drawing a dude of another dude.
That's a guy
? No fricking way.
Do you think "nia tahl" is a woman, anon?
No? I don't know how people are confusing Noah and the UAF faction leader.
No one is confusing them, they are all the self inserts of men.
>Thats a dude drawing a dude of another dude
THIS ISNT TROPIC THUNDER
You don't know that.
That is some wide shoulder troon
it's also a severe case of manface
At least it's not brown, lmao
Recovery shuttles, blast doors, and missile autoforge, can't have my crew dying to anything other than myself
Anon, why did ya post troon? Literally there is man face and wide shoulders.
is this artist exaggeration or is this character really straight out of an eroge
https://twitter.com/dwangooooo/status/1609015962929631234/video/1
>He put the Meet 'N Frick music over a pic of Aeria in her office
He's one of us, isn't he?
>notice the music
>didn't notice the "DO IT NO BALLS" direct RS reference
“Who do you think is cuter, Doctor Klein or Doctor Boros?”
Discord's been rather horny lately.
i want to sink my fingers into those boobs
If this is a man then you may call me a homosexual.
We always know you're a homosexual Noah, shame we didn't hang your kind as we used to do anymore.
>look at a drawn woman
>still cannot help but think about men and homosexuality
Seek help.
That's a woman
Aeria is a qt unfortunately held hostage by a troon (Nia(Noah))
Remember to do YOUR part and free Aeria by conquering her country and showing her what she's been missing.
Why do I want to abuse and dote on her simultaneously?
Oh my.
https://x.com/C_Yukimaru/status/1608363487981613057?s=20
>look at an anime woman
>cannot help but think of men
Skill issue.
>draw man
>call it a woman
nice try fgt
is the nex version checker useless? i didn't realize all of my mods are extremely out of date until AA just kind of broke and i realized i'm something like 5 versions behind on it.
I just use SMOL.
The LunaLib one is good.
Mechs with pilots on drugs cutting people with giant swords.
More Military Missions is such a shitty mod FRICK
>>are locations completely random? or will some mission tell me where to find the others?
It doesn't matter where
you can use console commands to find them all instantly
sure and you can addship legion_xiv 20 too, homosexual moron
is it worth it building in + story pointing augmented drive field on my burn7 capital ships? or should I just run a ton of tugs?
I mean I build in augmented drive field + expanded cargo and story point it on my atlas(s) but atlas(s) are pretty common and cheap and I can't imagine wanting to suddenly re-spec them for combat or something, but on rarer more expensive ships I have a bit more hesitance to build in anything at all
Why would you need a "ton" of tugs? 1-2 + the skill and you're fine.
idk flying around hyperspace even with 2 tugs and a burn7 just feels incredibly slow, I think the S-mod should give me effectively 3 tugs worth of additional speed? I still think I'd want even more top speed and tugs on top of that, just be useful for chasing down hostile fleets that are trying to run away or for general hyperspace traversal qol (it's just painfully slow, I got plenty of fuel and supplies I'm fine to burn on repairs and often just sustained thrust into the 'storms' for the speed boost, even the weird slight course diversion isn't that much of a problem since it still more or less sends me flying in the intended direction)
what skill are you talking about btw?
...you're using sustained burn right?
yeah, it's still relatively slow going in hyperspace when you need to travel long distances, and any in-system frickery trying to chase down random pirates and fiddling with emergency burn and interdict
ah ok, that sounds... somewhat helpful, still feel like I want more tugs
>go fast in hyperspace
Just go get zapped by hs storm with dicktards shielding.
I know you can remove the clouds but I like how they look so I just type stormgod
Navigation, first rank blue skill, adds +1 to burn level.
yes. by the time you're optimizing that last s-mod you can just get a new hull. you'll probably be tired of the save before that anyway.
tugs suck
if it moves slower than 20 it does not belong in your fleet
Can you bring back a faction by reclaiming one of their core worlds and giving it to them or something?
Yeah, pretty sure you can do this even if the faction was "eliminated"
Yeah this is what I was asking about when I said bring back.
>It's another "pirates with overdriven frigates that literally spawn closer to the objectives than you and spawn overpowered automatic defense platforms" episode
I'm fricking sick of this dogshit mod. How do I disable this bullshit?
stop using garbage mods like Arthr's ships n shit or any pirate nonsense
It's literally just SO'd hounds and shit instantly capping these fricking things that proceed to spawn fricking 4 flights of Daggers and instakill whatever frigate I send to contest them.
If I don't contest them I'm just down 20~ DP on top of that.
This is the Secrets of the Frontier tax. You want Sierra? Well too bad, she comes packaged with annoying overpowered combat map objectives that do shit like spawn free Omega ships on the side of whoever controls them.
Don't you get to salvage Omega weapons if you kill them?
Yes but most homosexuals that complain about it have skill issue so they always lose even if they catch the node first
>she comes packaged with annoying overpowered combat map objectives
no she doesnt though
She is, noah
Literally a skill issue
>automatic defense platforms
what the frick are you talking about
You could literally just disable the new tactical stuff in the sotf_settings .ini file that is literally there in the mod directory, you blind homosexual
No clue who said San Batavia is shit, but they genuinely have some of the best small/medium mount missiles I've ever used.
How much does indevo change the way you make colonies? Do you still want to put all your shit in the same system?
It rewards specialization and building in the same system for a "home" system, but some of the colony items it adds justify spreading out more than the base game does. Specifically the senate, high command/interstellar relay, and centralization bureau ones make it so that you have a decent but not huge range to spread out away from your "main" system without suffering horribly.
The senate one allows you to use powerful but super specific per-planet modifiers on any colony within 12LY instead of just in-system. The High Command one removes the need to build a military base in the system before you can build interstellar relays, allowing you to save an industry slot and spread the fleet strength + quality of your highest planet to every system that has at least one + a military relay for all other planets. The Interstellar relay one (which is the same colony item as the high command one) applies the +stability effect of a comms relay even if one does not exist in that system. The centralization bureau specialized AI core allows the industries on the planet you build it on to go up to +4 (instead of +3 from an alpha) production for every identical industry within 12LY instead of just in-system.
Also the courier port is just a fricking lifesaver. Its Alpha core upgrade is fricking stupid and should just be baseline behavior, though.
Scratching my head about fleet composition; what I've got certainly "works" for anything I've tried to use it for, but I haven't really tried to use it for anything too crazy. Also 'how many' marines/troop transports do you want to have before you start seriously considering doing anything like raiding bases etc... I haven't messed with this at all yet, but have collected 3 D-mod-less valkyries over time and stashed them at one of those 'abandoned stations you can stash stuff at'
I'm not going to go into great detail about cheap and easy to obtain pristine frigates/dds in core systems (wolfs, hammerheads, etc...) but rather going to talk about my little handful of 'rarer' ships and ask about how to build around them. as far as they're concerned, I have a bunch of them, and can get more, and outfit them pretty easily, I'm more curious about the "capital ships" they'd be orbiting; we can consider the 'escort'
rn my fancier combat ships are...
XIV Legion
XIV Eagle
XIV Enforcer
pristine Eradicator (P) (just happened to see it on sale at some station, wasn't expensive, had a bunch of cash so just snatched it up)
pristine Sunder (see above, just bought it somewhere)
logistic support is fairly flexible, I got a couple atlases, buffalos, phaeteons, tugs and salvage rigs I can use however many of I may want based on the fleet/mission I'm doing at a particular moment, and much like wolves and hammerheads; I know they're fairly easy to find, and affordable
Recently I just been flying the Legion myself, with a couple of wolves defending it, and having my officer fly the Eagle, with a couple hammerheads defending it; which as mentioned earlier, 100% works for bullying random pirate fleets, but as I have a bunch of cash burning a hole in my pocket again, wondering about buying more ships (also just 1 more level to go until I get that D-mod removal thing and can get my XIV ships 'restored' for free over time) and putting more thought into my "comp"
You can raid some pirate planet/station with 600. Some under world mission from the bar would be as little as 50 marine but that was too small time for me.
>600
so is 3 valks for 300 + 300 (ground support package) enough? or do you mean I should try to get 6 for 600+600?
300+300 is enough. Don't think too much about those +100+200 bonus, as soon you will accumulate thousands of marine for expanded bed nebula and starliner.
One last thing. No need to commit all the forces to raiding. Reserve reduce casualty.
Energy mount point defense; what's the most OP cost-effective for immunizing my ships from fighters, bombers, and missiles?
LR? Burst? Phalanx?
Each has their own use, non are OP and they're all generally worse than ballistic/missile point defense
Fighter can be dealt with main weapon, the rest Xyphos and locust. But honestly mopping up the sky is fighter carrier and low tech with devastator's job.
I just meant on random AI controlled little ships that protect my heavy hitters; is there a LR:Burst:Paladin ratio if they have energy slots im not using for offensive weaponry and want them to have a bit more survivability vs fighter and missiles while swarming around. My capitals are filled with xyphos and covered in vulcans wherever possible
There's no right answer
How many slots do the ships have?
Which way are they facing?
How much ordinance points do you have?
How much flux can you spare?
Are they protecting a long range ship with gauss or something that gets closer?
All you can do is experiment
And then realise they're all inferior to a proximity launcher
the paladin is pretty much the only wrong way to use a large energy slot.
lr pd is weak, but if you can point two or three of them at the target it will usually die at an acceptable rate. beams also have inherent advantages. a phased phase ship won't unphase when a laser is on it, and ships won't drop their shields. even if this isn't the primary purpose of pd lasers, it's a nice bonus.
burst pd is much stronger, but significantly more expensive and the limited ammo means it slows down against spam.
energy pd just isn't great.
0:0:0 as high tech are system gimicks when it comes to anti fighter. On frigate level, pretty much just emp emitter (omen, shade) and build in drone(tempest), and cruiser level teleporting a mine to kill off entire wing (doom) or emit advanced decoy (apogee). The rest has mobility system on top of being the most mobile tech to just dodge these missiles, having the most efficient shield and they don't have peak performance time for that escort mission.
the best anti-fighter weapon energy weapon is a heavy blaster
mining lasers are severely overpowered. not joking.
Yeah, a one op pd option with 400 range and perfect accuracy that can be fit on any small energy or ballistic slot. When paired with a flak cannon, the mining laser works beautifully at finishing off weakened missiles and fighters, allowing the flak cannon to focus on other targets.
nooo you can only use vulcans everything else is baaaad *stomps feet*
>Broooooo, UAF isn't that overpowered broooooo
>Install latest Nex patch
>Enable strategic AI
>Start new game
>Go to Hegemony tab
>Our factionwide monthly income from markets is 360,000
>Go to UAF tab
>Our factionwide monthly income from markets is 850,000
?
Who thought letting Noah on the balance team was a good idea again?
>Look at SBR
>Our factionwide monthly income from markets is 91,000
>Market size: 41
Hrm. Methinks perhaps one clique of waifugays is worse than the other.
>enable strategic AI
??????
nex has a new "ai" thats in beta in nex that controls how factions expand (or don't)
Newest Nex patch allows you to switch on "more sensical" faction-wide AI that will try to make fewer moronic decisions and also lets you look at what they're doing and why. Shit like "oh there is an unfriendly faction with markets near my markets, that's 300 shitterpoints, but I just got out of a long war so that's 600 shitterpoints, so I will almost always do nothing whenever I decide to take an action next". The more interesting parts is stuff like prioritizing building or colonizing for resources they don't have access to.
Have you used it at all? I saw it mentioned in the update notes but didn't bother since the regular is bad enough I figured it would just spaz out and colonize every barren world at once or something fun.
I have it enabled for this newest run and it has had no noticeable effect besides letting me look at why factions are doing things. Makes sense, since the patch notes say they've only laid the barest framework for it so far.
Well if its working at least the same thats a good thing in theory. I was worried it was going to be a negative gameplay experience vs the already irksom ai in nex. Thanks for the reply.
I'm not super far into the run so far. Supposedly it can be enabled and disabled mid-run with no effects, so feel free to make a safety save then try it.
NO I WILL NOT (thanks)
Anyone got the latest 0.96 mod megapack? The last one shared here was deleted, for some reason.
Does Combat Chatter have additional effects when coupled with Secrets of the Frontier? Sierra talks often in combat and it would be fun to see the two things interact.
Sierra sometimes has a small chat with Barrow and Inky from the beginning.
*at the start of combat
I'm moronic
>Can't pilot redacted ships
This is bullshit
Skill issue (legitimately)
I've already got Automated Ships but it won't let me captain them in combat
upgrading this to iq issue
Be a useless Black person
you've been given the answer and still don't understand. seethe more, moronic chimp.
You also need neural link.
Got that too, no help from the miserable c**t, but once the ship I'm piloting with Neural Integrator gets destroyed I can't switch back to the original Neural Link ship or any other with the Neural Integrator even though the description says I can. No AI or officer on any of them.
Is it bugged?
>Skill Issue intensifies
>Hurr neural links or whatever
Just integrate yourself into the ship bro
I WILL conquer the Persean Sector for her.
Will she call me a monster because of my actions? Maybe.
But she will soon learn what's best for her, and everyone else.
Who the frick is Nia?
Ligma Balls.
tranime faction fans and weeby shipgirl spammer should make their own discord and gtfo this thread
right i forget lasting (para)social interactions terrifies these types.
Does lost sector add interesting things beyond the tooltips everyone talks about?
Adds a remnant-esque faction and a bunch of ships/weapons made with forbidden Domain tech.
Also a questline.
The not-remnant is pretty OP and you have to struggle to get them, but holy shit a destroyer and frigate has logistic footprint of 2 capitals.
Random crashes while doing trivial tasks
Pros:
>fun guns
>reasonably challenging AI enemy that is basically Legio done right
>questline with dry but otherwise inoffensive writing
Cons
>seeing Enigma fleets pointlessly flying around everywhere gets annoying
>adds a bunch of derelict high tech spawns that have the potential to exacerbate player powercreep early on — think I've found more derelict Hyperions in one run with LS than I did in three runs prior combined.
>adds another minor faction to Arcadia as if we've had a shortage of those, with rather unremarkable ships
>the new currency sells for too much and you rake in loads of it once you start beating Enigma fleets
>atrocious campaign stats on Enigma ships and their crewed prototypes
>the questline involves TT getting pissed at you if you care about that sort of inconvenience
The cons list might look longer, but that's basically nitpicking. It's a mod definitely worth checking out.
Honestly, I wish Kesteven didn't exist and it was just an Indepedent base in Arcadia. I don't really like the faction's ships and I always end up at war with them somehow because they ally with the Hegemony whom everyone hates.
Enigma are cool though and the guns are top notch, they really hit that sweet spot where they are powerful but not OP. If the mod author added a capital Enigma ship and large lost prototype weapons, I wouldn't even remove the trans rights tip when I update the mod.
My biggest gripes with LOST_SECTOR are the fact that:
- The quest-line is locked to the new faction, which basically means that you're forbidden from entering a commission with anyone else until you do the quest-line. This especially gets annoying if you want to use a faction start in Nex.
- There's no option to betray everyone and take the unlimited production chip solely for yourself.
>try RS's new give to crew option
>takes 4x as long for 1/10 the sale revenue
meh
What are some of you guys favorite s-mod bonuses? I am quite fond of armored mounts, advanced gyros and resistant conduits on capital ships.
Okay, the strat AI DOES lead to some funny shit now that I've had the game running awhile. The Sindrians have gotten to +60 rep with literally every single faction except pirates and pathers due to how small and weak they are, which made them prioritize diplomacy.
Hugs and headpats
*burn drives past you while launching a shit ton of chaingun shells and rockets*
your response?
*broadsides you with 2 large and 2 med slots worth of HE damage*
Problem, piratebro?
Never seen this mod, Arulite Starworks, be mentioned.
Is it that irrelevant? Anyone here tried it that can give a review on it?
https://fractalsoftworks.com/forum/index.php?topic=26557.msg394340#msg394340
It's a vanilla shitbash made by a seamonkey. Unles you didn't have any other bloat shitbash mod, then I guess this can be your first.
What are non-seamonkey non-shitbash mods?
I remember bultach coalition being shilled here, but it's posted by a furry on the discord so frick that
You can try Seafood shipworks. Just change the version number and don't run it at the same with UNGP since it's a chink mod, but otherwise a decent vanilla-ish mod.
I like BigBeans Ship Compilation. Non-shitbash, non-seamonkey, balanced, pretty interesting.
meh
Really? People play this garbage with zero creativity, which is another #42395 vanilla horse shitbash? Same goes with Emergent Threat, rehash of a rehash, fricking lol.
I will now pilot your Conquest
conquesn't
Emergent Threats is a separate mod from IX Revival and while IX Revival sucks, Emergent Threats is a good mod
FRICK YOU!!!!!!!
You have intense shit taste. Get help.
Someone should apologize to that ship.
I believe there is an error with your post, the image should be called "basedship.png"
Cursed
I gotta go with the crowd here anon, there are many, if not way too many vanilla kitbash mods and this one hardly stands out.
buy an ad
Yeah, this strat AI is nice so far. I got warned about a random out of nowhere invasion of my manufacturing world by the Church despite us being on neutral terms with the (presumably visible due to debug) reason of "supply import dependency".
is that a carrier conquest?
grim
Is there a continuation to SotF after the dance and salvaging the ships? It didn't tell me Wayward Star or anything was complete.
Its done
But there's one last transformation for Sierra But you can't recover it and you lose Sierra forever in that run
You gotta "sell" Sierra to either TT or that scientist woman from PAGSM
Gotcha, thank you anon.
You get your programming socks in the mail is how the quest ends.
Do they give any fleet buffs
+41% chance for critical system malfunction
Another day, another mech with a sword cutting ships in half.
Broadswords but they are chained together to make an actual sword used by a mech.
Is experimental hull modifications good?
No
No.
They require actual brain usage to use
the Queen of Smod scrolling
I don't like it.
it's an Hyperion on CIA lab-grade crack and LSD
It stinks and it smells bad
say that to her
he should hang himself
>Teleport and farts excess flux EMP in your direction
Nothing personal
nice try, I don't install bad mods
So what's a good mod?
vanilla
make the game open source at this point have a nice day already, Alex
Arma Armatura and Sephirah Conclave
Where's your ALLMIND or Ayre?
What mech would fit them though? I already have Arisu on the Virtuous
There's no automated mechs though, is there?
Caymon adds some remnant mechs iirc
Get your coomer shit away from the mechs you homosexual.
No
oh no your condition is terminal
Ok Black person
>good mod
>Sephirah Conclave
Only trannies from the discord say this unironically.
I like their ships, the weapons feel great to use. Questlines are cool.
No no they are doing this thing where coomer mods aren't troony mods anymore anon. Its a new thing, you wouldn't get it.
Dicksword psyop Black folk
nice try noah
Noah doesn’t say Black person though
Thats why I noah its you
>unironically using the Virtuous
The virtuous got a massive buff in the recent update. It feels good to use now and can be customized to however you like it.
>have to edit it in the hex files so it doesn't disappear after dying a single time
Some buff.
Black person. Also give it to a decent officer or yourself
When was this update?
In discord, though you can just get in the forum page I think
>unofficial
Welp, guess it's worth a shot.
The only reason you install Diable is for the virtuous and the wanzers. Plus what
is true. Also sephirah conclave crossover content with ligma-infused pandemonium
>The only reason you install Diable is for the virtuous and the wanzers.
I like the Versant earlygame too. The Coanda is also fun.
I only install it for the Maelstrom and Panda
I don't give a single FRICK to your anime mech bullshit
ALL MECHA IS ANIME
MUH REALISTIC SPACE GAME WITH REALISTIC SPACE FIGHTERS
I love how the redesigns are just 100x worse LMAO
holy mother of cringe
Post mods you like
Vanilla.
holy mother of mid
Remnantpad is the best mod you're using
I like vicpad
Can RS dev please add some lesdom and girl on girl rape stuff? Pretty please.
This is a new update on my generic portrait. Everything has been trimmed down, and I've added pirate, indies, church, pather, and tritach portraits which is exclusive to one another.
>https://gofile.io/d/MbnsIN
Also a modified Illustrated Entities, I guess, you'll need a new game and delete or disable your old IE since I basically replaced all the images.
All AI generated but I might share fanart portrait pack at other occasion.
no.
Uhh, I don't care anon. Take or leave. It's not for everyone's taste.
No.
I take it
It's not generic if it's anime. It's anime.
Jus sayin
Are you anime?
Annie May
>Download generic portrait pack
>Look inside
>Anime
we have more than enough uncurated AI slop portrait packs already but thank you anyways
Two cakes!
Player and Pirate ones look good, other portraits suck tbh
Does AotD's Sleeper conflict with Hypnos in any way?
I have both and I haven't run into any issues. Hypnos spawns fine for me every time.. I think there's an extra cyrosleeper, but I'm not sure if that came standard or if I fricked with some setting.
Thank you kindly, anon
Everybody talking about sissy hypno ships now wtf
>San Batavian ships have custom sprites if you put vanilla missiles in their launch tubes instead of looking like fricking abominations a-la UAF
Okay, this is pretty based. It's a shame that these ships are horrifically overcosted and can't even fight vanilla ships 1v1, but still, based.
that's just a vanilla thing where missiles mounted in hidden slots will have their sprite changed to just the missiles but bunched up
For instance. This is their conquest equivalent. This fricking thing can barely 1v1 a Dominator without maxing out its flux capacitors. It's so fricking terrible.
I never see mod makers actually use it properly so it surprised me.
>can barely 1v1 a Dominator without maxing out its flux capacitors
Huh, sounds like diable avionics found itself a competition then?
DA's author is a gay for what he did with fricking starting ships configs.
Nah that's Tartiflette's fault
OG author had nothing to do with tart's homosexuality/stupidity in regards to balance
All of their ships are like this. They have good weapon mounts and maneuverability, and few good weapons (most are just slight variations on vanilla ballistics with some new either decent or awful missiles) but fricking shit armor, shit shields, shit hull, and shit flux capacity.
>
That's a Conquest using the faction's shitty guns, too. I bet the flux disparity would be even bigger if I just gave it some Assault Guns and Autocannons.
This is what kills it for me. Why does this 40 DP capital have 110 OP and multiple large weapon slots less than the exemplar of what gunship capitals are? Who fricking balanced this shit? This thing should be a 30 DP heavy cruiser, not a 40 DP frontline capital.
It's "what if the conquest had front-facing mounts" but it fricking sucks.
You know you can literally ask the mod author that yourself right?
who asked
Shut up Noah
me, I asked.
That's not a conquest
That's a fricking onslaught with its arms chopped off
it's not used properly you blind moron, it's just three missiles floating in the air
>ships suck, boo hoo
Just change their stats with CSV editor or just the damn notepad++, the config files are right there
Anyways, I like Batavia because they constantly get raped by Hegemony, therefore letting me make money on selling stuff to rebels
On the other hand I dislike Batavia for that because it's too easy to make money on them getting raped. It's almost the same issue like the one with UNGP where I received free BP/Credits at the start before thinking "I wonder why game is less interesting" like a fricking tool
I've use UNGP for blueprints for stupid shit that is "hard" to find. The extra difficulty options are pretty cool as well.
>ALL MECHA IS ANIME
Nah troony, the concept of dudes in giant robot suits isn't exclusive to japan. Battletech/Mech Warrior is decidedly not anime.
>Battletech/Mech Warrior
Literally just localized by westoid trannies but started in japan as an anime
You moronic motherfricker
>Battledroids is a 1984 board game published by FASA.
>It would be renamed to BattleTech for its second edition in 1985 and spawn the BattleTech/MechWarrior military science fiction gaming franchise and setting with numerous board games, video games, roleplaying games, a collectible card game, comics, magazines, over a hundred novels to date and a television series.
>Aaron Allston reviewed Battledroids in The Space Gamer No. 75.[1] Allston commented that "My recommendation? Buy Battledroids if you'd like a giant-robots boardgame that has nothing to do with the Japanese cartoons. It's a decent game. You won't throw away any of your other games to play Battledroids full-time, but you'll be adequately entertained."[1]
NTA but Mechwarrior is shit though. Japan does the industrial shit better than westrannies did
Yeah ok, Noah.
>mechwarrior trannies
A shit
Frick off Noah
battletech isn't so bad. mechwarrior, on the other hand, is shitass. loved the dos game, but it's still shitass as mecha. the average MWO "unlike you my giant robots are REALISTIC" moron would shit his pants and have a heart attack if he knew that in the board game the mechs are allowed to move in faster and more complex ways than briskly walking, or that they can actually use their arms and they're not just decorative weapon mounts with no ability to move.
you are thinking of robotech/macross
Battletech is born in the US.
Don't confuse with US companies buying/copypasting design from Macross. Later forcing together 3 different anime as Robotech cause "it's all the same shit anyway" in their mind.
Harmonygold have since been waging a legal war against anyone "stealing" whatever is remotely related to their license.
Idiot,
>Don't confuse with US companies buying/copypasting design from Macross.
Now do every anime after blade runner for like 10 years kek
you're confused, this isn't a "influence/plagiarism" thing, though. they actually bought the rights to use a bunch of mecha designs from macross and dougram. except the toy importer that "sold" them the rights didn't actually own what they were selling, and they didn't know they had been defrauded until they got sued by the actual japanese franchise owner.
To be fair, you can only make so many variation before you go back to the design the public love and want more of.
Frick art-deco spaceship, I want ship that look like they belong in the setting even if it mean building a literal space battleship. I'll rate it over how much it fit with the rest.
to be fair some changes were things I literally did to my own FALKEN ages before they added the SC one, which makes me feel like someone saw the ultrabullshit shit I did to the Neutrino one and made a toned down version in SC
and no, I'm not complaining
in fact I feel honored someone saw potential in my own bullshit powertrip
nah
hello KS
noah one asked you noah
You're confused. I don't care. Trannies are homosexuals and should kill themselves.
b-but you guys said anime mods were OP
Some are, this one seems to have been locked in a box with tourneygays and wasn't allowed to leave until they were satisfied.
Nah I said they were gay homosexual shit for coomer trannies. Get your shit checked out anon.
>He doesn't conquer the UAF and change his faction name to LARP as them but evil
Why did Tart the homosexual made Diable weaker than vanilla?
balancegays are mentally ill
Because the motherfricker that is FlashFrozen is a literal Black person and couldn't be bothered to take proper care for his own babies(DA and Neutrino)
What the frick is that gay up to nowadays anyway?
FlashFrozen is a chinese crossdresser
The real reason you install diable is the mobile fortress
>mobile fortress
I take the BB one instead
Of course you do, you frick men.
>check starsector modding
>half of the modders are fricking femboys
You went to the discord. Never go to the discord unless you're wearing protection.
>Realistic warship
>Ship sprite is not even realistic
Sneed mod update when?
>verification not required
space game
mech game
rape game?
...I-is that a fleet without an active transponder?
AAIIIEEEE HEGINT SAVE ME YOU USELESS FRICKING Black folk
>He doesn't signal burst to lead hegmonkeys to the corner to beat on them
whens san batavia gonna get fricking updated
Oh bad news, troony dev killed themselves.
The main person pushing it is a d*tch vtuber who already moved on, so never ever.
san rapetavia when?
Ask the RS dev to add unique functionality.
Nah I am commissioning an independent version of the mod in which everything is rape.
the dutch ruined the world
its all because of the british intervening during the Spanish pacification of Flanders
the a*nglos are just northern swamp germans to begin with
>Americans blow up a few shithouse villages in a hostile country
>Endless angst and blame
>The Dutch commit a list of warcrimes in the Congo so long it'd make Adolf blush
>"Haha funny wooden clog people :)"
The day of reckoning will come for them soon enough.
That was Belgium, not the Netherlands.
Does BB+/Sephiria or whatever the frick it calls itself still require DME?
Yeah, it still does.
DME is a library mod.
BattleTech is for gays.
>troon anime poster is wrong once again, news at 11
its like kekwork
WHO the FRICK is maintaining the Sephiria Conclave mod!?
>literally a FALKEN
I can't be the only one seeing it
>still MIA
🙁
How do you get this thing anyway? Does it show up in their markets or do you need to find it as a derelict or something?
Does Neutrino even have questlines?
Impressive, very nice. But what else the SC fan offer except boring (DME visual style sucks) ships and phase fricker with too much small weapon slots instead of couple big ones?
>noooo, not my Black personinoos, wypipo will pay
>what does SC give
nice smol/med weapons
ships are cool af to play
this not!FALKEN is fun as hell
nice quads man
>boring (DME visual style sucks) ships
SC and Sephira Refits use the DME style thoughever
The weapons are great. I like teal colors as well
They even have a fricking Pandemonium now
someone post the japanese vs western mech comparison please
you know the one
There's more than one.
the good one
There's none you liar
>American Mecha
>A Merkava with legs
hahahahahahahahahahahahahaha
I like both of them.
Same silly energy
>Realistic whatever
Soft > hard sci fi
Realistic Warships is the best mod and you cannot change my mind
They aren't realistic though
They’re as realistic as you can get
No thats you
Who the frick needs ships to be realistic.
The question is, are they fun?
neither google nor the forums are giving me anything when i look this up. what are you talking about
Lmao
>realistic
>runways in space
>mori calliope
vomit
Those clean 1980s sub Amiga graphics.
>vtumor shit
To all prospective mod makers,
Consider suicide if this is your best attempt at a mod.
In fact, you should consider it from the moment you conceptualize a "realistic" mod of any kind.
>realistic starships
>no actual starships exist irl except gay rockets and old shuttle
The game was rigged from the start honestly, even seamonkeys know better
kwab you wish you were that based
t. RWdev
You are a Black person
I was only the first one and you wish you could make sweet clean sub amiga graphics like that.
Ok gamerkill
Ok noah
You will never be a good modder
You will never be a human being
Speak for yourself. More human than your shitty mod can ever be lol
Nice try, noah
You don’t know shit lmao
you don't noah shit either, noah
you do nothing and act like you're better than people who do something, making you the definition of a parasite. it's one of the shittiest starsector mods i've ever seen in my life and it's still worth more than you. enjoy being a wage slave for the rest of your life.
Assblasted RWdev
>samegayging on cooldown
get a grip lol
>2 different IPs
Black person
Shit mod, have a nice day my man
Your mod is garbage
Your mod is garbage
Post a mod you made
Hey Alex, I know you are reading this thread, please release the update. Thank you
No I don't think I will.
I can release now but the abyss won't be included. Enjoy your minor skill tossup
So I finally got a pelagornis bp (missing ships mod) and am about to begin construction on one soon but it says it has 20 fighter bays and that just seems like its going to break something. Anyone ever use this beast?
Would you hire her?
Its a dude
Would you hire him and give him some VIC correction therapy then? kek
No
Fair.
What do you look for in a pilot?
No pilot. I support doctrine.
Fair, I just like having pilots for my mechs.
>steady
nah
anything less than aggressive doesn't belong in my fleet
Yeah but you can fix that in one mentor.
Yep, mech pilot. I love curating my own pilots from my wings when I can but its hard to get the 3 weapon masteries sometimes.
>Yep, mech pilot.
Then DEATH it is then
No Missile Spec + Sys Expertise = DEATH
no compromises
Yea I get it. Sometimes I hold on to lesser pilots until I can replace them if I am curating via Wingcom promotions.
most of it is fine but that's going to be a pilot for an LPC/mech right?
Point Defense is pointless then and not having missile spec is a downer
Straight out the airlock she goes
>all the saboteurs I find in bars are arab dudes
Bro wtf is this racism?
>Puts wingcom suite on dreadnought with 20 fighter bays
This won't break anything I'm sure.
Hahahaha the game REALLY hates it when you use 20 sets of Valk Ps
>Put wingcom suite on ship with fighter bays but don't actually put any LPCs on it
devilish.
Do NPC fleets even use Wingcom?
I wanna use ArmaA, but I've never used anything but the mechs. I also want as few instances of the player having an unnatural advantage over the NPC fleets as possible.
They do, just rarely
Unless things changed, yes. Wingcom limits range on fighters but what it really is for is making the pilots individual units instead of it being "overpowered" for me at least. Wingcom has a cost for the ship to use so AI doesn't slap it on unless its a mech orientated fleet generally. Or a preset bounty. I just like having my pilots talking shit, giving them portraits and callsigns, giving the squads names, etc.
>making the pilots individual units instead of it being "overpowered" for me at least.
So Wingcom makes carriers 'worse'?
worse in that they have 20%? less effective range from the carrier and you have to spend 20~ points to put the suite on the carrier. Better in that the pilots can get offensive skills like your regular officers do.
All I want is a ship.
A ship that looks like a vulva.
There's the Lustre from RapeSector but its a remnant ship
There's also that weird thing from Seeker but its more like a bawd pegging a femboy with a strapon
it used to look like a bent over woman with an exposed pussy previously but Tart being a gay changed it to be more gay
>There's also that weird thing from Seeker but its more like a bawd pegging a femboy with a strapon
>it used to look like a bent over woman with an exposed pussy previously but Tart being a gay changed it to be more gay
I love this stupid bullshit so much someone post the pictures
old
new
Yeaaaah the pelagornis deadnought really should be used with single mech strikecraft kek, the game was NOT AMUSED with my attempts to enter battles with that many mechs with names and skills.
Your mod is garbage!
And your mod is garbage!
EVERYBODY'S MODS ARE GARBAGE!
nuh uh
my mod is cooler than yours
SS modders need to get raped by Black folk
Calm down, Alex.
stop misspelling sephira to dodge my filters you monkeys
Black person