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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Arghy

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1
Mods / Re: [0.97a] BigBeans Ship Compilation
« on: March 22, 2024, 10:23:46 PM »
I remember a small pilum from literally years ago, its surprising that it didn't turn up again.

The roamer/venture types are fun to use but the damn limited ship slots always make me drop them once i begin getting better ships. I love using odd ball fleet setups but its hard to pass over the combat steadiness that a 14th eagle brings then theres the versatility of the apogees, of course i'll need some carriers too... damn i don't have enough ship slots anymore! I really wish there was some more synergies with the civvy hulls beyond them getting a free 2+ burn if you take the skill. After the PSL events i was forced to fight new fleet types and i got to experience the horror that is monitors so now my frigates are all monitors haha.

Is there a reason the pirate roamers are 12dp and the normal ones are 13? I think i remember seeing a post about it but with only 4 small missile slots i don't feel the fast missile racks are better than a burn drive especially when 2 of them are composites and can't be affected by missile auto loaders.

2
Mods / Re: [0.97a-R7] Salvage Ship Expansion v0.4.5
« on: March 22, 2024, 06:47:53 PM »
I've been seeing the ships a lot at pirate bases and managed to grab the capital ship and the processor ship fairly early.

I love how i can replace my 3 salvage rigs with 2 bigger ships--never made sense i was scaling all my other ships yet this extremely important salvage role stayed destroyer size! It'd be like modern day aircraft carrier groups using abuncha smaller supply boats rather than large fleet oilers. I still want my jack of all trades capital support ships and just scaled the number i bring rather than multiple specialists.

3
Mods / Re: [0.97a] BigBeans Ship Compilation
« on: March 22, 2024, 06:40:25 PM »
Gotta say i love the roamer and lockout ships, they add such a unique flavor that almost all these other mods add. Early game where you're just grabbing whatever you can find and experimenting with whatever weapons you get is a great time to use ships you normally never use. I love the venture already and the adventurer is always in my end game fleets but i kinda wish there was an eagle type combat ship of the same heritage.

Has anyone every tried making a small pilum? I'm just sticking breaches into every small missile slot as its got good ammo reserves and does more than swarmers but i'd love an opener small slot that didn't require missile auto loaders.

4
Mods / Re: [0.97a] Ship/Weapon Pack 1.15.1
« on: March 21, 2024, 11:38:59 PM »
Is there a reason the liberator light BB is only speed 7 instead of speed 8? I wanted to build up a fast capital force and i found it odd that this ship is the same speed as the onslaught and legion which are hands down better than it.

5
Mods / Re: [0.97a] Ship/Weapon Pack 1.15.1
« on: March 19, 2024, 01:44:43 PM »
The problem with the current version of the treb is that it's already borderline useless unless its on an auto forge ship or in larger numbers. I do agree the EMP component seems redundant and i'd love to see multiple versions as i love long range missiles but i'm not the one who'd have to make it 2-3 different versions. Ideally you'd have a full range of specialized warheads on the same long range missile body but thats a lot of work.

My answer to the treb being absolutely OP in large numbers is just not fielding it in large numbers. Just try putting it on 1 ship and you'll see the problem with balance, it'll quickly run out of ammo and if your lucky it will kill a few things because in small numbers it's not OP. If you stick 5+ on the field you'll cackle and enjoy swathes of enemy ships getting burnt to a crisp then just retreat them when they're out of ammo and call in new ships.

6
Mods / Re: [0.97a] Ship/Weapon Pack 1.15.1
« on: March 19, 2024, 11:50:19 AM »
Haha he already nerfed the treb already, you shoulda seen what they were doing with a venture MK II fleet. I was wiping the floor against ordos because they had i think ~20 ammo back in the day so space was just filled with fast long range missiles with more hp's.

7
Alphas are def the better option but i want to RP an independent faction rising to rival the core worlds. I always feel alpha core governors are incomplete because other alphas i talk to are talking about bad stuff so i feel eventually all alpha core colonies turn into beacon systems or at least will when we get to that part of the story line.

8
Nice! Well i'll at least be a guinea pig encase it goes wrong haha.

9
I basically want to do empire building so i've tweaked max colony size in settings and i wanted to tweak the max admins because i don't really like having an empire of alpha core governors. I was going to change the max from 3 to 9-10--will this have any negative impact on game stability? I want to expand my colonies late game but last time i tried it i couldn't get a competent capital force to comfortably fight off the hegemony fleets in time--onslaughts with lv7 officers are worse than goddamn radiants haha.

10
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 20, 2024, 02:48:19 PM »
I crushed the sindrian expedition but i got nothing for it, it just went away--is that it? I tried talking to different people but there wasn't a lot of options beyond sharing my fuel profits. The LC went away after i started techmining which is extremely underwhelming, no negatives or unrest just oh its over now. The pirate one was funny and i hope it repeats because it'd be a shame if they just go away after i defeat 1 armada. I have no idea what the PL wants beyond me joining them so i'm just ignoring them? Very underwhelming but maybe the 600 point event might flesh it out more.

The TT event was by far the best, very engaging and it got me to raid core worlds which i usually never do. The fleets were really fun to fight, and it was very rewarding for all parties.

I'd love for the event bar to reset back to ~250 and every time it reached 600 the unresolved events would trigger again or if they were all resolved just a massive raid by pirates/pathers. I'm creating this beefy system around my colonies it'd be fun to actually see my stations and defensive fleets in action rather than just have them exist and do nothing. It'd begin to address the problem of end game. The LC event desperately needs work because it has a ton of potential, the population is already there and until i do something about it the problem shouldn't go away. I could see replacing the patrol HQ/military base building with a special knights of ludd/pather/independent building to keep the luddic majority happy or building a church to act as some sort of religious themed commerce building.

11
Mods / Re: [0.97a] Ashes of The Domain
« on: February 18, 2024, 11:09:50 AM »
My colonies before .97 were able to naturally get to lv7 and had 5 industries but now with the same mod list it's back to being capped on 6/4, did one of these mods change it?

12
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 13, 2024, 09:56:43 PM »
The problem for me is purely thematic, i want to resist the impossible odds and have a fighting retreat back to my colonies but from the screen shots i've seen unless i have medium fleets up in my system i won't stand a chance. The problem is the size of the starting fleets are already putting pressure on me because why invest in my colonies when i might have to save scum because the event size is insane vs what's actually happening in my colonies. I've already defeated a capital knights of ludd fleet, 1 cruiser/capital PL fleet, and a TT cruiser heavy fleet from the last version. The last time i was in my colony system i watched 5 PL fleets come from out of sensor range and while smaller than the initial one they'd dominate my system fleets.

Once your colonies start to grow thats it, you'd better keep letting them grow and hope you can get ahead of the event bar because otherwise you're *** and your only option will be the talking stuff. I'd honestly rather quit or save scum than do that and it doesn't feel good. It's gotten to the point that i don't want to play because i feel i don't have any options which feels really dumb. This has basically ruined colonies because *** you'd better be over prepared before putting one down.

I can continue struggling to make enough money to prepare for what's coming and hope there's no surprises that basically ruin my save or start a new game and try to save up 15+ mil and throw down 3 colonies at once. This is all because there's no proportion to the event bar with what shows up. The prior iteration of the event bar just stuck you with that annoying -3 stab and access penalty that felt bad but it never shoved 20 pirate armadas into your colonies. What difference would it make to scale the events with colony sizes where the final event was the same size regardless? I could then continue to grow my colonies and have a fighting chance with the talking option being there.

It's fun to fight an endgame fleet when you're prepared and ready for it, imagine if ordos just came out of heavy systems and started attacking you while you just had cruisers.

13
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 13, 2024, 03:38:25 PM »
It's not a question of whether they're doing anything, like the PL fleets are just chilling and harassing my trade fleets i can ignore them. Thematically it's not fun and just makes me frustrated rather than seeming like a looming threat that i can try to deal with before having to resort to whatever it is that makes it stop.

Hmm, just psychologically, I'd suggest just being aware that eventually you'll deal with all the stuff and the interloper fleets will clear out from your systems.

I'm kind of struggling to understand how 8 million credits could possibly be not enough - what are you trying to do? What's the actual issue? Even if you don't bribe the Tri-Tach mercs and handle the 600-point crisis events by combat, you don't need that much in the bank to have a fleet more than capable of doing it. Heck, you don't even need capital ships. I'd really like to know what's going on with this; it seems like an issue of the game ... conveying or managing expectations, let's say.

Are you maybe trying to build up colony defenses to a point where they can just auto-resolve the crises for you? That's a real high bar to clear and is entirely unnecessary.

(Which RC are you on, btw? Stuff is tuned down a bit in the later ones.)
I'm on the latest one, for 2 colonies getting battle stations is around 2 mil counting the normal stations first, ground defenses, patrol HQ's, waystations, megaports, first industries, and the hazard pay will all add up to 5 mil very easily.

It's not about the actual fleets or combat it's more why are the defense fleets even there when they're so out classed. It defeats the entire purpose of the colony fleet defense mechanism--if it's always going to require the player fleet why even spawn defense fleets? I enjoy the colony building and having a functioning system with traders and background stuff going on. These events just make me want to ignore the entire system rather than participate in it. If it's going to require me to micromanage and defeat every single fleet it had better damn reward me for doing so--i could be exploring or hunting bounties. I built a damn military HQ for a reason why is it instantly invalidated?

Spawning constant massive fleets for low tier colonies doesn't make sense. If i had a big functioning colony then yeah capital fleets would make sense, why are empires investing more fleets at the beginning of the crisis than fleets defending their capital systems? A tiered system with big central fleets that the player was supposed to interact with would make sense, 1 capital fleet acting as the hub for smaller fleets eventually becoming a huge capital fleet with medium patrols. If the player fleet wants to invest time then yes it should completely mop the floor with the early progression fleets.

There's no sense of progression at all, my colonies are slowly growing while the events are already at full tilt. I'm not even 50 points into the bar and i already want to go skip ahead to get it to stop because it's not fun and annoying. I have literally no idea what's at stake, can i ignore this insanely proportional response and explore/trade? Or will it be result in something that makes me want to start over because i didn't deal with it? Am i going to go back to my colonies at a prompt and see 30 huge capital fleets that's completely unmanageable while my colonies are barely spawning medium fleets?

I want to fight the events and i'm planning to do so but how the hell am i going to fight them when i'll be lucky to have a functioning station as support?

14
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 13, 2024, 01:16:38 PM »
Founded my colonies and while it's not overwhelming it does feel very weird when you hit a size 4 and all of the sudden massive fleets just pop up. It should definitely scale and escalate because i feel rushed as hell--never have i given myself credits but i feel i might have to now because of this weird pressure. I'm struggling to afford colony upgrades even when i started with 8 mil saved up so now i have to furiously trade to try and make credits because i feel my colonies won't be prepared for whatever is coming next.

The fleets are manageable so far but i now understand when people say it's not worth the supplies to fight them. I'm lugging 4 super freighters around in a trade frenzy counting pennies, trying to make trades work and the last thing i want to do is blow 400 supplies fighting a fleet that won't give me much and has likely respawned already. No ones going to have defense fleets strong enough to event match the event fleets by the time they pop up. If you send these giant fleets into my system they'd better be spawning when the colonies a size 5.

It's not a question of whether they're doing anything, like the PL fleets are just chilling and harassing my trade fleets i can ignore them. Thematically it's not fun and just makes me frustrated rather than seeming like a looming threat that i can try to deal with before having to resort to whatever it is that makes it stop.

Smaller fleets at the start, medium fleets in the middle, giant fleets at the end--why is there a progression bar when everything is seemingly front loaded?

15
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 12, 2024, 10:24:07 AM »
I'm running a ton of mods not even sure if i should make a bug report for this but i ain't seen it before haha!

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