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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 - Merxe

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"Profile" (in the top bar) --> "Look and Layout Preferences" (under modify profile on the left) --> "Current Theme" (hit the 'change' link! --> scroll down and select the dark theme.

Considering only about 1% of people are using the dark theme, its probably a bit hidden :p
Oh wow. It actually exists... Thanks!

You can take over a comms/nav point which usually prompts several fleets to burn towards the point and patrol there for a little while. In that time, double back and attack. Just leave the transponder off. Don't 'go dark' unless you need to, or you'll be too slow to get anything done.

You must be using Nexerelin or something. Can't comment on those other options.
That is something I haven't thought about... I was lucky enough to get some pirates into the system on their own so I did that raid without hindrance but I will remember this the next time. Thanks!

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Lore, Fan Media & Fiction / Re: IroncladLion's Mod Reviews
« on: November 27, 2022, 08:17:45 AM »
I would not expect to watch a 40 minute video about a Starsector mod but I did. And this video was extremely well made and informative. I occasionally go back to remind myself of some of the features.
Plus, I learned about the existence of the mod itself. Not to mention that the video made me go back to Starsector again (I think it's my 4th or 5th session in the last 10 years).

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So I have a problem with a certain kind of mission for the UAF - disrupting industry.
The biggest obstacle is, in the case of a mission I am doing right now, that this is a fully upgraded High Tech base with multiple fleets around it. It's an Epta Consortium base and I turned the transponder off so I don't get a huge hit to relations.
Frontal attack is really hard so my question is. Are there alternatives or a way to lure away the enemy fleets?

I have a few ideas in mind but is anyone able to confirm which of those are sound?
1. Using a consumable item that pings enemy fleets. I used it earlier but it didn't seem to work on fleets that were patrolling the orbit. Am I doing it wrong?
2. Requesting a fleet and sending it on a mission to attack the enemy base. supposedly to weaken it or maybe join the battle to have some cannon fodder in front? Will it be seen as an act of war though?
3. Sending and operative to do, well, whatever? It's only today that I learned about operatives and I used one to infiltrate the Luddic cell so I haven't delved deep enough into the subject. Would an operative help when the mission is on a 120 days or 240 days timer?

Also:
4. I turned off the transponder and for some reason the defending fleets aren't catching the bait. It usually worked - I would fly past the fleets, they would start chasing me and then I would turn around and hit the base when they are still far away.
5. Going Dark isn't feasible because the sensor profile is still too big - even after getting rid of all but two ships. Although maybe I am doing this wrong too.

Anyone with experience could shed some light?

(PS: is there a Dark Theme for the forum? It's 2022)

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Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: November 11, 2018, 11:19:31 AM »
I just finished Witcher 3 and thought "let's go see if that Starsector patch has been released".
Damn :(

Well, more waiting I guess.

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Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: July 29, 2018, 12:48:05 PM »
I want to play Starsector now but the patch notes are released so now I have to wait.
Now I have to find another single player game for the time being.

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General Discussion / Re: TotalBiscuit does Starfarer!
« on: January 14, 2012, 06:04:57 PM »
Watched TB's vid, registered here. I will buy this game for sure. I was going to buy now but I'd like to have it on Steam when it comes out and if it will be sure that the pre-ordered versions will eventually get to Steam, I am buying it the hour I hear this. I suspect that there are a lot of people holding only for the game to be on Steam.

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