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Messages - SapphireSage

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9. I understand from watching gameplay videos this is an action space (rpg?) game. So very important for me as I no longer have quick fingers. Is there a pause function?

The other questions were answered well, but I wanted to go more into detail on this one. It is possible to pause mid-combat and giving orders while paused is encouraged for batch orders due to the command points system mechanics. But if the combat pace is still a bit too fast normally and you don't mind modifying an organized text file, its possible to change the combat speed as well to slow it down to some preferred speed or speed it up to a max of 2x base speed.

Or if you would prefer it to be a toggle you can grab the SpeedUp mod, unzip it, and plop it into the StarSector mod folder. Then you can open the text file in the SpeedUp's mod folder and change the speed to the preferred less than 1 value as a toggle in case you prefer to slow things down on command from time to time.

General Discussion / Re: System degradation and depopulation
« on: December 21, 2020, 11:40:27 AM »
I'll be honest, I have gotten to deep colonization(size 7 colornies) twice now and continue to be confused how people get to these issues with pirates. Sure if you never show your face in core then they cause issues but I routinely tear them apart, and that was before I turned minimum pirate bases to zero(max 3 still) in settings.json. Now that I have I dont have to even show my face in core much but to take down a pirate armada once maybe every 10 years. Maybe I'm insane here but I on my thrid late colony run have yet to see this supposed depopulation.

Not sure if you're playing with Nexerelin mod or not, but if you have Nex then decivilizations are not likely to happen since the factions will regularly send out fleets that will take out the pirate bases on their own. It is more of a problem in vanilla where factions will do nothing to deal with the constant -30% accessibility and -3 Stability that will plague their worlds potentially leading to decivs from lack of base stability, as well as potential lower stability from a lack of food due to lower accessibility and food trading convoys getting shot down from the pirate infestation.

Suggestions / Re: Why is Restore Expensive?
« on: December 07, 2020, 10:53:59 AM »
Hopefully this blog post introducing D-mods as a concept can help shed some light:

IIRC though, Restoration as an option was made specifically to have it that if you wound up finding an ultra-rare ship or your ultra-rare ship got destroyed, then you would still be able to get it to pristine condition without having to get lucky in shops or finding the blueprints, but at a large markup. However, it wouldn't be something you would do for a ship that you can find everywhere for cheap like Condors.

On the one hand, the downside is that some player's don't really like the feeling going into combat with ships that are weaker versions of themselves sure and they would prefer pristine ships because they have more bang for their DP, but on the other appendage salvaging ships gives a huge power boost for relatively low cost in mere supplies and crew. That power gain would be amplified if not only were you salvaging cruisers and capitals but you were able to get them in pristine condition for the price of say a destroyer or cruiser and partially outfitted with weapons and potentially a useful hullmod you don't have yet. Some people find the earliest stages of SS as the most fun, as its the point, currently, where you're the most threatened and making the restoration price cheaper or conversely the ships more expensive than they currently are then would making salvaging very much stronger than it already is. It would also make flat out buying new ships a bad move by way of making it so that ships are guaranteed to be cheaper to salvage then restore and also possibly making new ships prohibitively expensive and not worth their purchase.

Well to kick this off I tend to like starting off as a freelancer and generally only ever use Corvus Sector. When I did the BB deserter start last time I did the Brave Blade start since it was really strong. Its strength was not a lie though since pumping it up with combat skills meant that you could solo mid level pirate fleets with ease in the time you get.

Can't really say anything about derelict sector as I've never used it. Right now, I'm doing a vanilla fleet run using the start that gives you a Heron, a Hammerhead, and a Brawler and running around hitting up bounties.

Not sure how DME flicker specifically works, but base game (And diable) "flickers" or "blinks" will move you in the direction of your ships current momentum (Which is barely visible based on the movement of the "space dust" near the ship). The blinks will end facing either in the direction of whatever you have targeted or, if nothing is targeted, the direction of your mouse.

I actually do have a question for anyone capable to answer: does increasing weapon mount health also indirectly make it more resistant to EMP damage? Or do all weapons have two separate health pools for physical and EMP damage and whenever one goes to 0 first the weapon is disabled?

I'm almost certain that there's only a single weapon health pool and that Armored Weapons Hullmod will help them against EMP. The reason why you would want EMP is one part because EMP damage ignores armor when damaging weapons/engines (armor also protects weapons and engines from taking damage) and the other part because some EMP weapons get EMP arcs, allowing you to damage weapons/engines on sides that you're not facing. EMP arcing and EMP ignoring armor (and high burst!) is why Tachyon beams will frequently shut down engines on a ship that's facing you.

IIRC Alex said in the blog or thread that there's plans for T jump to be gained through either getting the elite navigation skill, or by doing a story based quest to acquire a tech for those that did not take the navigation skill. So skills that have campaign layer stuff that's very good like T Jump can still be acquired without spending a point on the skill, but will require jumping through more hoops. I could be wrong though.

General Discussion / Re: The 14th Legion Battlecarrier - The Pilot
« on: September 02, 2020, 10:24:48 PM »
Oh hey! I remember you. You're the fellow that made those videos about the fighters in Elite Dangerous. I liked those vids and am happy to see you making some of those for StarSector! Hope you enjoy yourself while making some of these ships for your showcases.

General Discussion / Re: What is custome production used for?
« on: August 07, 2020, 06:52:01 AM »
For your own fleet!

Advanced Targeting Core (ATC), Integrated Targeting Unit (ITU), and Dedicated Targeting Core (DTC) are all mutually exclusive with each other.
That said, once you get ITU you should use that exclusively over DTC since it costs the same OP and is an upgrade. ITU can be used on Frigates and Destroyers too.

Mods / Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« on: July 02, 2020, 10:51:48 PM »
Before the rework, I believe Warlust Energy Sniper range was 900.

General Discussion / Re: Supplying colonies with drugs
« on: June 29, 2020, 03:50:10 PM »
Figured it out, looks like everything ended up used by my industries in a different system. Thanks for your answers nonetheless!

Wait, as in they were using the drugs or using the ore?

If the former, then it shouldn't be happening that way. If the latter, then that's impossible since export are able to cover an infinite number of planets with equal or less demand. Meaning that you'll always get export value out of a commodity so long as another faction demands it.

General Discussion / Re: Supplying colonies with drugs
« on: June 29, 2020, 06:36:07 AM »
As stated above, independent smugglers will supply drugs, heavy weapons, and other illegal goods when you don't have a free port based on your accessibility and any trade disruptions.

For your question, make sure that you stick the drugs into "Resource stockpile" tab and not your "Storage" tab. The storage tab is for your personal storage and won't be used by the colony. Next, in the colony management screen make sure to select "Use stockpiles in case of shortage" and then they'll use the drugs you put in the stockpiles if they're not getting enough from smugglers.

Suggestions / Re: Option to forbid blueprints.
« on: June 25, 2020, 07:54:12 PM »
I think an issue with blocking all ships of a category is that its established that AI fleets don't need logistics since they have infinite supplies/fuel. If nothing negative happens to AI fleets due to logistical concerns, I would simply block all civilian ships and many hybrids so that all FPs are spent on warships rather than civilians giving my fleets an inherent advantage in combat. There's no "Civ ship" doctrine because it would just get dumped all the time anyway, and blocking BPs could functionally lead to the same.

General Discussion / Re: Tactical laser vs PD laser
« on: June 23, 2020, 08:06:38 PM »
Since there's a lot of talk about PD weapons here I figure now's a good time to ask.

Does anyone here know for certain if the damage buffing skills (Ordnance Expertise 3, Targeting Analysis, and Advanced Countermeasures 3) increase the effectiveness of EMP weaponry? Specifically if it also helps EMP based PD?

I've been playing as ORA and their PD is the EMP based Choir Emitter, which more disables engines and the warhead then destroying anything. I thought that the skills would help, but from what I found looking through the APIs it implied that Ordnance Expertise 3 did not increase EMP damage and I could not find out for certain with the other two so I was wondering if AC 3 in particular helped EMP based PD weapons.

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