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Messages - DDwarrirofire

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1
General Discussion / Re: Do extra pirate bases spawn in 0.95.1a?
« on: February 04, 2022, 01:49:32 PM »
I'm guessing the idea is to let the pirate cap hit max and get them to leave you alone?

2
General Discussion / Re: What is the best loadout for onslaught xiv?
« on: February 04, 2022, 01:22:06 PM »
Old topic but wanted to revive it since I'm really enjoying the horseshoe crab.

Due to changes through the updates it did require some tweaking but the build was intact for the most part.

Changes
resistant flux conduits (+15 OP)
Shield Shunt (no emp resist and 5 OP cheaper now)
Max Vent cap with skill is now 55 instead of 60
Side large mounts are now Hellbore due to lower OP (I've considered making the 2 central Dual flakes normal flake to free up enough OP to put Mark IXs back on the side but haven't tested yet, seems effective as is though. The fires of combat will tell)

Current Officer (CR kept at 100%, 5% bonus per S-mod)
Elite Impact mitigation (armor resist, maneuverability)
Elite Target Analysis
Elite Ballistic Master
Ordnance Expertise
Elite-Point Defense skill
Gunnery Implants

Just sort of how the pilot ended up. My intitial impression was I thought it could do with more Vent and behold my pilot's final choice of skills weren't suitable for the ship except for Ordnance expertise. This thing is pretty relentless now with it's damage output which is protection in it's own right.

I'd like to play with swapping out something and putting in Elite Combat endurance+ Elite Damage Control which is a combo I enjoy. Or just swapping out Point Defense for Damage Control. DC just seems like it'd suit this ship to a T with it's huge Hull stat and keeping it's guns going which helps point defense in a way as well.

Unless I can find a lvl7 pilot with these skills+Damage Control but don't bet on it.

3
Mods / Re: [0.95.1a] Console Commands v2021.12.25
« on: February 02, 2022, 04:34:30 PM »
I"m attempting to spawn a lvl7 officer but not finding that. Is this possible?

Respec just points to null point. Considered possible spawning one in a derelict the way the game does but hit a dead end there.

4
Depends if the system is explored or you reloaded.  If scored you can just look at the maps.   It has a unique icon so if you know roughly where to look,  you can check each system without actually flying around.

5
General Discussion / Re: What does "in the outer reaches" means?
« on: March 04, 2020, 07:30:35 AM »
Anything that's "outer reaches" isn't worth it.  If it's a research station I'll give serious consideration but usually will still pass.  I don't really use the neutrino detector due to the high cost of keeping volatiles on hand to run it.  They deplete FAST.  If you've got cargo space and money to burn then go for it; I'm just not dedicated enough to exploring to feel like doing it.

50 is enough, 100 if you don't know how to use it.   Turn it on for a day or two to get your direction and done

6
General Discussion / Re: What does "in the outer reaches" means?
« on: March 02, 2020, 07:23:23 AM »
...Or just avoid any mission that states "outer reaches" in description. They are not common.
beware the fake starfarer ;)

7
General Discussion / Re: First colony, most important criteria?
« on: March 02, 2020, 07:08:56 AM »
Find a star with Domain-era Cryosleeper (+25% groth rate). you also have to defend a guardian ship there
more like a 100%, throw an alpha and you get double value.   Practically the only way to get a size 9-10 colony.

8
General Discussion / Re: What does "in the outer reaches" means?
« on: March 02, 2020, 07:06:31 AM »
Practice with the Neutrino Detector. Once you know when to use it this skill becomes really helpful.   Generally speaking you'll use it just out side the furthest planet. This way you can at least ignore the planets and your normal sensors are enough near the center.  Make note any point that doesn't move when you move side to side is a false signal.

This is also how you search those systems that don't have planets.

9
It's your DP sum vs theirs, not just number of ships.

That explains it. Thanks for the verification.

10
General Discussion / Is fleet size in regards to battle set by DP per ship?
« on: February 28, 2020, 04:32:25 PM »
I was under the assumption the distribution of DP was decided by number of ships in your fleet.  Yet I just got engaged by a random fleet from a cooperative faction (persian)

both fleets have 30 ships (at least mine) yet I have the bare minimum at 210 dp.

Did I miss something?

11
General Discussion / Re: First colony, most important criteria?
« on: February 28, 2020, 11:55:46 AM »
well it isn't "required" it just amounts to you making more money.

Just the accessibility.  Other colonies you build can increase it too if nearby by a few percent.

12
General Discussion / Re: First colony, most important criteria?
« on: February 28, 2020, 10:37:31 AM »
0 food and +1 organic is not bad.   Sure it's not +2 and +2, but it's enough to sustain you and all other colonies.

Now the volatile, rare ore and ores is needed at +1 for best results.  max 2,3,3 respectively.  When you supply your own imports it reduces the upkeep of all buildings.

While low hazard is nice, it's the least important unless you just need a planet strictly for defense,  heavy industry, light and fuel.  These don't require resources on a planet to build.

It works well enough to be a starting system. If nothing else just get the farm world started,  it's easy money and pulls little attention.  This way you get to become more familiar with Colony setup and have some income while searching for the "awesome" system.  Which should be fairly easy now since all you would need is +1 Ore, Rare Ore and Volatile.  These are often found together so even better.  You're at a great start.

Final note: Does it have a stable point?  Not the end of the world but would be a lot nicer if it has at least 1 or maybe a Comm Station but those are so rare I don't even consider them when looking for a location.

Thanks for the quick answer, DDwarrirofire! That helps me a lot already.

If I would use the close terran world as an industrial world, could I supply it with ressources from other worlds in other systems? Does it matter how much the supplier-colonies are away from the industry planet?
Yep, as long as you can keep accessibility at or above 100% your colonies in other system will be able to provide their full import capacity.  The distance does matter a bit but you have a lot of ways to boost accessibility.  Megaport 30%, Admin Skill 30%, Waystation 10%, Core boost 20%, increased colony size. 

Obviously the higher the better since that is essentially free money but bare minimum if it's 100, you're ok.


Forgot to mention, if you ever feel like your system can't defend it'self well enough, use that 2nd planet.  This is also why good Gas Giants are so coveted if they have good planets around them.  Multiple colonies in the same system are already tough but stacked on top of each other with the gas giant 2-4 plus their orbital stations are practically unbreakable since the patrols from each protect each other.  Plus gas giants are warp points so you can jump right on top of your colonies.

13
General Discussion / Re: Thoughts on coming to the end of my first game
« on: February 28, 2020, 09:41:49 AM »
If you plan to replay, I'd recommend at minimum installing the Nex Mode and whatever Qol mods strike your fancy.  End game becomes much more alive and there is an actual win condition. 

You can also actually wipe out the Pirate and Ludd factions if you wish.  Few other options like the ability for factions to respawn, etc.  Game really comes alive as faction colonies will actually grow compared to the static vanilla, they will invade and steal planets from each other, expand to new planets.  They will form alliances and will make a real effort to knock each other out.

I almost consider Nex the true vanilla experience since it injects so much life  into the base game.  Granted I love the base game but once familiar I thought it was missing something.  Turns out it was Nex.

14
General Discussion / Re: First colony, most important criteria?
« on: February 28, 2020, 09:23:28 AM »
0 food and +1 organic is not bad.   Sure it's not +2 and +2, but it's enough to sustain you and all other colonies.

Now the volatile, rare ore and ores is needed at +1 for best results.  max 2,3,3 respectively.  When you supply your own imports it reduces the upkeep of all buildings.

While low hazard is nice, it's the least important unless you just need a planet strictly for defense,  heavy industry, light and fuel.  These don't require resources on a planet to build.

It works well enough to be a starting system. If nothing else just get the farm world started,  it's easy money and pulls little attention.  This way you get to become more familiar with Colony setup and have some income while searching for the "awesome" system.  Which should be fairly easy now since all you would need is +1 Ore, Rare Ore and Volatile.  These are often found together so even better.  You're at a great start.

Final note: Does it have a stable point?  Not the end of the world but would be a lot nicer if it has at least 1 or maybe a Comm Station but those are so rare I don't even consider them when looking for a location.

15
General Discussion / Re: Ai core as governor questions
« on: February 28, 2020, 09:01:06 AM »
Ok so I've poked around the internet a bit and can't quite find the answer to my questions and now have some more....

1. What is the advantage of the alpha ai as GOVERNOR? I can't seem to find anything that specifically addresses the bonuses of this.

2. Do they randomly rebel? I've read a few things that appear as if they rebel randomly for no reason, but others that say only if you try to fire them.

3. Do they extend you planetary govern slots past the max human  so for example, you have 12 colonies, max human admins (I'm under the impression you can only have 3 or
4) can you still place ai cores on the excess to remove negative penalties for overgoverning?

Just having a hard some for some reason finding this info on using ai as governor I just cant find it. I know the bonuses for using them on infrastructure. Thanks for any replies!

1. They're effectively a free colony admin with all skills maxed out.  Normally only the player can do this but you are limited to a few colonies while you can use as many alpha cores as you like.  Human admins have a high upkeep cost and can only have 2 max skills.

2. You get an unrest debuff.   Its hoped this section of the game will expand a bit.

3. Yes

4. Yes

Even early on I always place 1 in an industry of my choice.   These can be freely moved around based on need without issues.

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