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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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Messages - Alphascrub

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I've noticed the Imaginos kill itself from either full hull or close to it several times when using its ship system to teleport next to an enemy ship and both immediately exploding. I know it has resistance to ship explosions but it doesn't quite seem to be enough to save the AI from itself, so I usually just fly it myself in smaller battles or leave it undeployed. If possible I think adding a half-second of maybe 80% damage resistance after teleporting would probably solve it without unduly affecting balance? Unless your intention is for it to only really be a player-utilized ship.

I cant speak for anyone else but whenever I use the Imaginos I generally use LRMs (Blot out the sun) to support it. Basically you fly with the LRMs and either use them as screening yourself or suck them in for a bit of damage. The AI seems to struggle with dealing incoming LRMs, Shooting you and shooting the LRMS. Its a bit risky cause you can pull LRMs into yourself with bad timing. Outsides of that it leaves the other ships unprepared for you jumping in out dropping damage into their unprotected rears as they generally consider the LRM swarms to be a greater threat than you. Your phase pull can even pull LRMS into them if time things just right. I use a ion cannon or a sunjet since between your speed, built in pd, and phase you shouldnt really need anymore defense. For me thats the most effective way to run the ship. It expensive to run but like most of BRDs ships pretty unique. The damage resistance your talking about might a bit much, but hey im not the one owns the mod so thats my two cents. Keep im mind the imaginos has probably one of the fastest vent rates in the entire game when combined with the right skills and hullmods. That alone is very powerful considering the ship and it special phase ability to absorb incoming damage and send it back at the enemy. It comes from a time where super frigates were all the rage in SS modding community. Its seen some balance passes like most if not all of the old super frigates that were created back then.
This is how I run it on my current play through. The playthrough is very modded in terms of factions and im running the all skilled up mod to uncap my levels.

Mods / Re: [0.9.1a] Commissioned Crews 1.2
« on: September 28, 2019, 11:08:55 PM »
Well with the release of Borderlands 3 and WoW Classic Starsector is on a backburner for me right now, but when I do finally grow bored of BL3 I will definitely be giving this mod and 9.1 another go. Looks like something I can really get behind since I already tend to roleplay quite a bit in SS. Great Job.

Mods / Re: [0.9.1a] Interstellar Imperium 2.1.1
« on: September 28, 2019, 11:04:42 PM »

How do you get the Yamato start?

I'm running a bunch of mods (mostly faction mods and Nex) but I can't find the option to get that particular start. Love the lore you've built up with the mod.


Its a Custom Start in Nex

I only get the 3 starts in Nex (spacer, derelict, and derelict fleet) even if I make a random sector. Will tinker with it some more.

Might want to grab version checker. Make sure your up to date. Also make sure you have all your mods turned on in the starsector launcher.

Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« on: September 27, 2019, 04:54:09 PM »
Depend about factions that likes you. IBB spawn mostly on 4 faction planets:\
-Persean League

if you just try find them in imperium bars, well  you can be just out of luck.
Ah, I see. I am commissioned by  pirates and needless to say I am not on good terms with other factions lol. Thanks for the help though, I wish there was another way to activate those dank bounty missions.

Even if your commissioned by a pirates I think you could also turn off your transponder and check the bar. You could always resign commission. Bribe an IBB faction with prisoners or by giving them captured colonies (nex feature i think) and get them back to neutral. Then just play nice or abuse transponder when doing *** they don't like while you do the IBB missions. After you completely them recommission with pirates if you like or go start your own never die don't give a *** pirate faction.

Mods / Re: [0.9.1a] Scy V1.57 (2019/09/04)
« on: September 27, 2019, 04:39:56 PM »
Not sure why, but Scy Fleets seem to do really really badly in auto-resolve.

For example this fleet:

Is facing off against Blackrock's 4 Antaeus cruisers, 4 destroyers and some frigates. You would think that with 12 capitals, they would win handily. But they get annihilated in auto-resolve, with BR not even losing a single ship.

If I actually join the battle, obviously that does not happen.

This seems really odd. Its been a bit but I generally see Blackrock fleets get completely crushed by SCY fleets. Enough to the point where Blackrock usually loses a station or two to them extremely early in the game. I'm kind of curious what the auto resolve strength is of an Antaeus. Ive crushed quite of a few of those with sky fleets before. Has there been a recent update in SCY or other mods that might be effecting this? What other mods do you run?

Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
« on: August 29, 2019, 02:58:31 AM »
I'm actually kinda sad that this mod gets so many updates because it means each time I'm gonna have to abandon my old game and make a new one to look at all the cool stuff

Just don't update all the time. Baring a bug thats making you crash play it out. No harm there. Part of the awesome that is starsector is you pretty much decide when you need to update what. If you got a great campaign going then keep it going and update later after you accomplished your goal or just decide to start fresh.

Anyone else noticing that when playing with Nexerelin, Blackrock always loses its capital early on? I've had this happen in 5 consecutive runs so maybe its just me, but if it is a an issue other people are facing I would like for the planet Blackrock to be more fortified in a future update.

For me I tend to see Scy and BRDY butt heads early on. Scy generally takes the vigil and then the war ends. It might be because Scy's primary system is vast and frankly pretty powerful, then again scy doesn't generally have a lot of sub systems. Other than that I don't really see BRDY lose much. In my games for whatever reason they seem to side with the Ludic church a lot. Kind of an odd fit in my mind, but they're maybe something to it.

@the discussion over dmods and traits. I would honestly say Dmoded ships should have the strongest traits. Take a car in real life you have fixed up but not completely replaced with factory new parts. Cars like that have a true personality to them. Certain things would still be broken others might be over engineered to fix problem. You learn these things as you operate the car, what gears it might stick in while shifting, how the blinkers might only work if you flick them in just the right way, how your heater might not work but your air conditioning is worse than a freezer. Ect. Sometimes you end up replacing a fuze or light bulb with something vastly better than the original because its all you had at the time. Basically I think of dmods are going to effect trait percentages they should increase them across the board, both positive and negative.

I don't know. Sounds like a lot of work to me,  a pain to balance to, but just my two cents.

Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 25, 2019, 02:25:33 AM »
What is the purpose of autonomous market option? From the description I see only cons.

So that you can keep a colony in your faction without your or your admins directly controlling it. There are many possible reasons for doing this. The short list is, your over your control limit for colonies and admins, you have no alphacores, the colony is garbage but you still want to control it or have it fly your flag, ect.

Mods / Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
« on: August 23, 2019, 11:56:36 PM »
Yeah I can understand not being able to pull over colonies but that's a small price to pay for being able to transfer almost everything else.

Eh. Use console commands to import some stuff it bothers you to much. Personally I like coming up with settings, to play from. Honestly I kind of roleplay it. Last time I was a the last surviving combat ship of merchant caravan who decided being a pirate wouldn't be so bad so long as he could still kill pirates. The play through I'm on right now I'm literally role playing a person who broke from the ludic path, only to seek commission in the blackrock navy and create a free port empire that slaughters both pirates, heg and pathers a like while bringing back AI ran colonies for better or worse. Yea I'm roleplaying the *** out of this but console commands let you do it and its kind of interesting. I don't make decisions based on what I would do. I make decisions based on the character I'm playing do.

Either that or just start carbon coping your fleet over. Its kind of boring for me honestly. I would also mention that unless your crashing a lot or really need a new feature there is no need to update all the time (inb4 the hammer falls look people if your crashing a lot chances are its means you need and update or to check your versions). I've got 9 mods that need updating right now according to version checker with a multi colony empire stretching all over the map. Runs fine. I think I've crashed one whole time this campaign to an error I can't seem re create.

Modding / Re: [0.9.1a] Terraforming [Beta] 0.0.1v
« on: August 19, 2019, 12:44:34 PM »
I think it would be interesting to see AI cores thrown into the mix. I keep coming across crashed terraforming drones in my modded games (this might actually be a modded feature, I really need to vanilla it up some more lol the lines of modded and unmodded don't exists for me anymore.) and I can't help myself from wondering wouldn't it be cool to take something like a core and nanoforge with some supplies and fix the terraforming drone. You could even make its variable based on the resources you add to the drone; an alphacore and a pristine nanoforge would probably let you fix/shape the planet a lot better than a gamma core and a corrupt nanoforge.

Modding / Re: Please be mindful of the tone of your mod
« on: August 19, 2019, 12:32:58 PM »
I'm alright with the tip humor. I haven't honestly ever found out anything from the tips that I didn't learn from playing the game. To be exact, I've found more use in the humor tips than the none because they make me laugh. Whats more is I can remember some of the humorous ones where's at the moment I'm drawing a blank for the rest. Thats kind of the problem isn't it. One tip I would have for new players is buy supplies at every port, where as a player who has been at it for a while probably has entire parts of his/her fleet dedicated to logistics and doesn't need any help managing it. Hence why I think humor tips are ok.

As far as the OP comment on mod balance and such, I agree I don't want OP ships. I want ships that fit in the universe. Overpowered ships tend to take away from the experience. Not add to it. Getting past a particular fight because you fitted and piloted a ship/fleet particularly well is vastly more fun than being able to wipe out the opposing fleet because your ship has more flux capacity and venting than the entire enemy fleet combined. Most mods do an excellent job at meeting just at, just below or just above vanilla balance. Its close enough to keep things interesting. Ever notice how strong the paragon is? How even VS many modded "vanilla balanced" capital ships it wins?  I think thats pretty great.

General Discussion / Re: "Starbases"
« on: August 14, 2019, 06:39:34 PM »

I get that it's supposed to be hard starting up your own empire, but I think toning down the pirate raids frequency (and maybe some fleet strength) would go a long way in solving some issues

The biggest issue is definitely the frequency. It is boring to have to persistently babysit my colonies. I'd rather Alex made like the super rare, ultra-powerful pirate raid or base that wrecks my empire, than the super frequent nuisance pirates.

I dont really have to babysit to much. Sure AI inspections are *** but I'm generally just at war with Heg or I just wipe them off the map for trying to tell me how much milk I like in my cereal. I've played with and without mods and it doesn't seem to impact me to much. Sure I might have to put down a few fleets pending on where I built or if I got a faction commission or not but even in the games where I've used nex options to start with a colony I haven't had many issues with defending mine.

If you don't mind could you answer a few questions?
Do you build up your own fleet before building a colony?
Do you tend to start your colonies inside pre-colonized sectors? Do you go out into further out systems that haven't been colonized yet?
Do you rush into building colonies asap? How many?
Do you build colonies for separate purposes? One for mining, or processing, or heavy industry?
How often do you build defense? Do you focus on upgrading it early?
Do you usually run open markets?
Do you use AI cores?
Do you often get a faction commission before founding your factions?

TL;DR orbital stations that are mini-colonies mainly used for storage / waystation, and phasing into learning colony mechanics instead of jumping right into it and dying to unprepared things such as massive pirate bases, expeditions, pathers, etc.

I've been interested in this is well. There are stable areas in space where I've always thought man a station would be great here. The system seems to be in place, ive approached many pirate and pather bases and inspected them to find they have improvements on them like orbital batteries (this one actually has a unique graphic might have a special name to), heavy industry, ect. I think this is just one of those features that Alex hasn't had a chance to implement yet. While were on the subject it would be great to be able to spend ai cores, or other supplies to make better than makeshift relays or comm stations *(this might be a nex feature now that I think of it the making the makeshift stuff at least. )

Mods / Re: [0.9a] Automatic Orders 0.3.2
« on: August 09, 2019, 05:52:24 PM »
So is this mod good for 9.1? Sorry It seems like from the comments it is but I'm unsure. I really miss being able to customize how my ships act and the auto retreate feature is freaken great. I didnt realize how much I used this mod to help round how stupid the AI I can be sometimes until I didn't have it. Tired of seeing my destroyers run from frigates or be unwilling to engage anything because they don't have an aggressive trait.

Mods / Re: [0.9.1a] Underworld 1.4.0
« on: August 08, 2019, 06:08:27 PM »
I hadn't noticed this until these.... Individuals jumped on me by hiding in plain sight.
It's sneaky.
It's underhanded.
It's perfect in every way.

I quite like the changes and the new Cabal ships. They are without a doubt more threatening now than before much longer (almost gatekeeper from a midgame to lategame threat). The ability for them to switch sides seems to keep the alive longer in hyperspace to. Sometimes the cabal might be at war with one faction but the tri taychon isn't. Least that's how it appears to me.

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