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Messages - Shuka

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I had 5 pirate raids in a few months after building my first colony. Is this intended? Seems very excessive.

I think something else is going on, or perhaps a bit more time has passed than it feels like. It would take 4-5 months to build enough structures to attract raids I think.

What I do is find a system with at least one mining and one farming type planet and colonize them both more or less simultaneously. They supply each other and each draws less attention than one big one. To expound on that, its better if the colonies population growth is the focus and then industries are added at like size 5, when they will be providing enough resources to help fight the raids.

Personally not a huge fan of 4x type games, it feels like it's trying to make SS more 4x based, which isn't personally to my taste.
Good effort on the mod though, very polished, never really noticed any bugs, very solid.

Well to be fair it is the first line of the mod description ;)

I never try to conquer the galaxy but I still roll with it for the increased ways to manage rep. I grab 200 marines, look for a size 3 pirate base that just had its battlestation incapacitated, and invade. Gift the market to someone and voila a little patience and resources opens up access to more ships.

Now the market has a chance to rebel, the faction sends a suppression fleet to handle it, and if the market does rebel I lose some of the rep but not all of it. Makes it worth flying somewhere I've already been a million times.

Great info thank you.

Loaded a vanilla run with nex and it asked me to go over some options. Very smooth nicely done.

What are a few resources to the alpha core but means to an end. Do not belabor HAL 9000 a meager sacrifice of labor and capital.

Mods / Re: [0.9.1a] Interstellar Imperium 2.1.2
« on: June 21, 2020, 05:38:07 AM »
I just wanted to come here and type that, at first I didn't really like II, the ships weren't my style, and I thought them too weak, but as I played Starsector more and more, I found II likewise grew more and more on me.

Very nice.

I did almost the same thing because they didn't seem too exciting to me, a kind of Roman Imperialist faction probably very efficient and very basic. The ships ended up having a lot more flavor than I thought, and their location and role really fleshes out the sector for me.

Mods / Re: [0.9.1a] Sylphon RnD 0.9.8a - Tournament and More Edition
« on: June 20, 2020, 04:47:01 AM »
Just wanted to pop in and say thank you for the hard work that's gone into this mod, and that Sylphon RnD is my favorite faction for having a nice lore response to the development of AI, having a hecking purple and black color scheme that looks badass, and wonderful ship designs.  Please keep up the wonderful work!

Seconded, I took them out for a playthrough once but I discovered I missed their position in the system and how they interact on the campaign map, and also some of the ships are really fun to fight with or against. And more AI stuff is cool too.

Awesome update, shadowyards is a cool faction with fun ships.

Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.16
« on: June 18, 2020, 05:56:54 PM »
There's no fix for that, I'm afraid. It's an old bug with the siege system.

A fookin funny one at that brother, I was like wow this is a serious invasion!

Mods / Re: [0.9.1a] Scy V1.58RC4 (2019/11/26)
« on: March 13, 2020, 04:41:48 AM »
I didn't realize Nex freeport was different from the OG version so disabled it awhile back to try the original. My runs are less homogeneous and Amity really fits the game, nice work man.

:golfclap: I was amused by your video. I need to use more drill meme ships in the future.

Agreed although there is a correlation between the amount of squinting I did and how old I am.

Was stopping by to ask for tips on pulverizer vs capital types and got an education.

Will the ourobouros show up in markets? I see it in fleets sometimes but I'm not usually hostile to terra.

The rhino is hilarious, as is its cruiser sized cousin. Honest to god just watched a station segment annihilate 2 rhinos and made a note not to use them in the future against stations. Then 30 seconds later my other 2 rhinos drilled the very same segment to death and I could not stop laughing.

Mods / Re: [0.9.1a] Polaris Prime EN Edition v0.1.0 - Stable Forum Release
« on: February 16, 2020, 08:29:35 AM »

In fact, a word about the Chinese faction mods (including ApproLight): they are designed to balance around completely different styles to our typical EN mods. One big thing you may notice that both fleets have a few ships a lot of redundant turret mounts with weird arcs, which is important because you are recommended to free up some of them for more useful hullmods or other weapons. Do try it out.

Thanks for the tip, took me a long time to get more comfortable with concepts like this. Like the other poster its usually very efficient weapons especially on AI ships. It sounds simple but I would fit every ship like it had to cover all bases, and took a long time to make fleets that were more specialized.  And despite this I was in love with energy weapons and couldn't be bothered to make ballistics work, and now god knows how many years later ballistics is my meat and potatoes and energy used for specific purposes.

And the talent for 10% more ordnance points, I haven't used it in probably 5 years but used to consider it mandatory.   

Thanks Dimzski for the breakdown, it took me awhile to figure out exactly what W did despite it being so obvious.

I don't mind hyperdrive revealing my identity, I just didn't realize it worked like that and wondered why entities knew who I was. I'm seeing a pattern of bad reading comprehension on my part maybe? lol

It can be used tactically by the AI and sometimes really helps their fleets defend a location no matter how I try and lure them away. I see this as intelligent behavior and think its great. I haven't had trouble avoiding fleets that jump on me. Effective but inaccurate, lots of close calls but still feel in control of the situation. 

I think the weird fleet movement dimzski referenced might be the animation. Like I can see the waves animation but the fleet hasn't appeared on sensors, and when the fleet enters sensor range it is not where I assumed it would appear according to the animation. I view it as an anomaly of warp travel.

I thought this mod would cheapen the experience but actually really enjoying it and think it adds to the game rather than subtracts. Good work man.

Mods / Re: [0.9.1a] Kingdom of Terra (v0.9) - Ramming Speed
« on: February 06, 2020, 07:22:49 AM »
There is something about features that are overpowered or can be seen as making the game easier which makes them less palatable, which was my immediate reaction to certain designs the videos.

But so far I've only come across grappling beams and I'll be damned if they aren't a hilarious addition to any fleet friend or foe. I was merrily plucking frigates from an enemy formation and watched in horror as they mercilessly started doing the same to me with tractor beam mounted Venture cruisers. Too funny.

I used to deploy a faster ship towards the end of combat to switch to and chase down agile enemies, and its kind of nice skipping that step in those encounters. Anyways good job man can't wait to see the ships in action.

Tri Tachyon just colonized a planet in my current game and I just wanted to say dope mod man.

Mods / Re: [0.8.1a] Interstellar Imperium 1.19.0
« on: June 13, 2019, 09:15:22 AM »
They say he's 8 ft tall.

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