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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 - CopperCoyote

Pages: [1] 2 3 ... 30
1
General Discussion / Re: More dedicated missile ships
« on: July 19, 2019, 10:30:34 AM »
Huh, is that an almost entirely HE fleet? I see a lot of HAG's going on :P

Watching that, I see the Hurricane MIRVs doing a huge amount of work - more than I expected. But the Pilums don't really seem to do much? Are they just there to keep the enemy's shields up?

That's what i use them for. Also sometimes bonus HE damage.

2
General Discussion / Fractals in Starsector
« on: June 20, 2019, 08:16:51 AM »
I was wondering if there are any fractal producing equations in Starsector. From what i've observed the most likely places would be the nebula storms, but ive never discerned a pattern.

Has anyone spotted any fractals? If so were they self-similar?

3
Despite the savings on the thirsty capitals i typically can't fit it on anything but a prometheus. Most of the time i like to go exploring so smaller faster tender ships are preferred. Especially banged up proteuses with combat upgrade (to be better at sneaking) and survey so i can get the gas giants and not break the bank.

Sometimes i will put it on my flagship too if i've found a nice one thats a size category larger than my ai combat ships (if i also have augmented engines). I play with a lot of mods so there are a lot of really good capitals to find.

4
General Discussion / Re: A ship somehow disappeared from a battle
« on: February 04, 2019, 04:37:00 AM »
A while back i had a venture disappear before our two blobs met in the middle. I chocked it up to my poor attention missing it blow up. It was recoverable after the fight. (I was playing a salvage character so i had a ton of zombie ships)

Ventures are slow and have a ton of life so i'm not really sure what could have killed it. I was in the fastest cruiser and only my frigates had radar on the enemy. There weren't even meteors in that fight.

5
Metals and even transplutonics is all trash that you can get in the core worlds, there's no reason to travel all the way to the sector's edge to get them.

I like to hold on to transplutonics and 10X the amount of metals so i can sprinkle comms throughout the sector. It allows me to see if there are any missions to be had near where i'm exploring.

Any metals much beyond 10X what i have of transplutonics is left to float however

6
General Discussion / Re: Controls scheme info please.
« on: January 06, 2019, 02:52:14 PM »
I'd like to add real quick: Firstly in the tactical screen you can unpause (default is space) and watch the icons of your ships fight. Secondly there is a timer for issuing multiple commands. During that time you can make as many orders as you'd like, and it only uses 1 command point.

I personally play it super turtle. I have all my ships assault the nearest nav point (or command or sensor) then when i can see a good amount of enemy ships I disband that order and sic my carriers on fast ships or biggest ships (interceptors and bombers respectively) and have my tough-guy ships engage all the remaining largish ships.

7
General Discussion / Re: Do sold items ever disappear?
« on: January 04, 2019, 07:38:16 PM »
I do believe they disappear if you sell them to the black market. I haven't sold enough to normal market to be sure, but i think they stick around there.

Though with the tariffs unless you're really hurting for credits right now i'd recommend against selling them. It's like a very high interest loan. Admittedly 1 time interest so not really interest, but i'm sure you get my meaning.

8
General Discussion / Re: What planets are best for colonization?
« on: December 27, 2018, 02:38:46 PM »
And of course, if you can have 3 stable emplacements to build com-relay and such, that's even better.

And if there are 2 or less be sure to make a com-relay before you build the patrol building. I've noticed your ai-fleets make those last.

9
General Discussion / Re: Reputation gain caps
« on: December 26, 2018, 04:22:12 PM »
To help pathers or pirates you need to be hostile to their foes. Well to help anyone really you need to be hostile to their foes. Otherwise it says neither side trusts you enough to allow you to join.

10
General Discussion / Re: What planets are best for colonization?
« on: December 26, 2018, 04:15:14 PM »
I always prioritize the lowest hazard rating first, and then the necessity of their resources and if i have those resources, and finally i want it as close to the core as possible for maximal accessibility (and so i have an easier time chasing down problematic LP/Pirate bases).

as and example of how much i prioritize hazard
a 75% hazard -1 rare ore -1 organics is more valuable to me than
a 175% hazard +3 ore + 2 rare ore +0 farm in the same system.

That 175 planet sure looks real tempting, but it is so hard to get off the ground that unless it is my 3rd or 4th planet i don't even bother. (i did eventually colonize it though)

11
General Discussion / Re: Raiding sucks (or maybe it's me)
« on: December 26, 2018, 04:05:15 PM »
I use regular raiding to get the stability down to -15 or so then breaking all their things like starport. The materials are just icing. I basically always decivilize pirate and pather planets/stations because i'm a little vindictive.

12
Some mods have different colored rings. That could be used to differentiate vanilla factions too. For example have the tritach be blue with 3 notches (white perhaps) at the same areas as where their triangular icon would overlap the circle.

13
General Discussion / Re: Stacking stacks
« on: December 24, 2018, 10:04:14 PM »
I'm a bit confused then. Are you trying to merge fuel and supplies together into a single stack? If so that's not going to work.

If you want stacks of more than 1000 to take only a single square (we have infinite squares  but i understand the desire to have it be tidy) then my method will do that. In fact it doesn't even have to be storage you can "sell" them all to a market and then buy them all back in the same transaction (plus whatever they have on hand). just remember to left click the stack from the market then put it in an empty square. (it doesn't have to be an empty square strictly speaking, but it does have to be an item that isn't the same as your currently held item)

This method will work for any product as well; supplies, fuel, crew, marines, and even weapons.

Also i should mention you can not use the sort button. that'll separate the stacks back out into a maximum of 1000.
You also can't use the CTRL+click method of taking stacked-past-max items or use the take all button either.
Those are the inconveniences you pay for tidy inventory.

14
Welcome.

The first section is very thorough. Thanks for taking the time to make this.

One thing i wanted to mention (that you're probably aware of) is that in 9.1 the colony system is going to be changing a bit. Unfortunately i have no idea how to make your document easier to update as needed, but i also couldn't have made such a document without tons of trial and error, but anyway the point is i'd recommend making it so you can update it easily.

15
General Discussion / Re: Anyone else like the Dominator?
« on: December 24, 2018, 09:40:36 PM »
I love to use the dominator when i want to win at all costs. I'm not using any at the moment because i havent found any of the juicy low tech blueprints, but typically i go heavy kinetic and use harpoons to threaten breaking their armor at great ranges. (i don't have to actually fire them i just have to have the missiles selected.)

In the center two rear i put vulcans in the 4 lateral rear smalls i have the modest LMG (i wish i could make it non-pd) in the left and right smalls in front i put light assault guns in the front center i have another vulcan. In the mediums single flak. in the larges mark 9 or rarely the largest version of railguns (gauss i think? they're hard to find)

I always want dedicated targeting core (or itu if i have it) and the aux thrusters to be a little less vulnerable to small ships. I also like to put in hardened flux conduits and armored engines if i can so can laugh off salamanders (typically i do't have both, but if i do i "upgrade" rearmost left and right lmg to light AC and remove the other 2 all together)

I make sure to put as much as i can into vents and if any is left over then into caps.

What i love about this setup is most of the weapons are common. you just need the hulls and you're ready. The NPCs use this pretty well too, and it does decent at attacking pather and pirate bases (so long as you remove the pather fleets first)

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