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Messages - JDCollie

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16
Modding / Re: How do I make new structures produce commodities?
« on: August 12, 2019, 06:30:48 PM »
The Fringe Defense Syndicate mod (http://fractalsoftworks.com/forum/index.php?topic=12243.0) successfully adds an new industry and some commodities to the market.

The Hazard Mining Incorporated mod (http://fractalsoftworks.com/forum/index.php?topic=13236.0) also adds some new commodities. Not sure if it adds associated structures that produces them.

Maybe checking out how they did it will give you a leg up? (also, I'm pretty sure you can't add a commodity or change what an industry produces without a plugin. Or at least that's what the .csv file seems to reference.) Might want to ask around on the discord if you're still stumped.

17
General Discussion / Re: Working on a ship thought i might share.
« on: August 11, 2019, 12:38:47 PM »
I'm guessing Harlock's Arcadia?

18
Mods / Re: [0.9.1a] Interstellar Imperium 2.1.0
« on: August 06, 2019, 11:02:46 PM »
I'm personally having trouble utilizing the imperium destroyers. They are impossible to maneuver that a single lasher can easily take it out with barely any tax on the flux capacity. Any tips on the build?

Your problem here is more of deployment than build. Imperium ships are built to fight in formation (you might notice they tend toward tremendous forward firepower, with highly flankable sides.) The way you build an Interrex or Preatorian to not get flanked is to give them escorts.  :)

19
General Discussion / Re: Making Money is Weird
« on: August 06, 2019, 07:52:30 PM »
I don't know how everyone else does it, but I do my trading almost exclusively through deals found in bars. It ends up sending me all over the sector, is always profitable, and gives me lots of (usually optional) combat opportunities along the way.

20
General Discussion / Re: In game notifications and dead ships.
« on: August 06, 2019, 03:56:17 AM »
Oh, I misunderstood. If you want to see which ships you lost, just look at the post combat screen. The fleets will be divided with your fleet above the divider, and the enemy below. Any ships you lost permanently will appear with the little red explosion symbol on them.

21
General Discussion / Re: New to StarSector - I need help
« on: August 05, 2019, 06:26:28 PM »
I don't know if OP is still around to care, but I made a video playing through the tutorial. Hopefully someone finds it helpful.





22
General Discussion / Re: How do you play the early game?
« on: August 03, 2019, 02:16:39 PM »
I tend to attack pirates/enemies of certain factions, as a result I tend to ally myself with hegemony and attack the pirates nearby
Ah, a loyalist eh? Ew :P


Throw off your shackles! Stop being dragged down by the past. Join the Sindrian Diktat and begin paving the way to a brighter future!

23
Mods / Re: [0.9.1a] Weapons Group Controls 1.1.0
« on: August 03, 2019, 11:17:09 AM »
Perfect! I've been flying around with an empty weapon group because I don't like manning the guns while piloting.

24
General Discussion / Re: Finding ruins on planets.
« on: August 03, 2019, 10:37:47 AM »
Yes! Your humility has saved me! I’m not the only one!
Never feel embarrassed about learning something :)

25
General Discussion / Re: Help designing a pirate fleet?
« on: August 03, 2019, 10:34:30 AM »
Try to stay above burn 9, ideally burn 10. Your fleet burn speed is always the speed of your slowest ship so pay attention to that. That means mostly frigates for burn 10 and destroyers for burn 9. Also look for "light" classified ships. For example the Shrike is a light destroyer with burn 10 and the falcon is a light cruiser with burn 9. Another way to increase your speed is a skill in technology or the augmented engines hullmod. I like to run a burn 10 fleet with frigates a few shrikes and 2-3 cruisers with augmented engines for extra punch. When you take the skill that gives one more burn that takes you to 11 burn in total which makes you very slippery indeed.

This right here is information that will dictate the composition of your fleet and tempo of your game for the entire campaign. Your fleet flies at the speed of your slowest ship, so make sure you know what that is and are making intelligent ship choices as a result. The slower your burn, the harder your fleet needs to hit to survive. Don't be cruisin' around at 7 burn if you can't hang with Legions and Paragons on the battlefield.

26
General Discussion / Re: Help designing a pirate fleet?
« on: August 03, 2019, 12:12:29 AM »
Many people swear by Wolves. Personally, I prefer the Lasher (with safety-overrides if you're feeling brave)

27
General Discussion / Re: How do you play the early game?
« on: August 02, 2019, 11:59:45 PM »
I focus heavily on scavenging and trade early on, with some opportunistic bounty hunting if my fleet is up to the task. Once I've amassed enough wealth to move safely into destroyer territory, I usually transition into Bounty Hunting and Trade, with the scavenging only happening if it happens to be along the way to wherever I'm already heading. I don't generally start much in the way of exploration until I'm sporting a cruiser or three.

28
General Discussion / Re: Finding ruins on planets.
« on: August 02, 2019, 11:56:14 PM »
So I don’t know how many hours I have on this game now, but it’s enough for this to be a bit embarrassing. Am I the only one who didn’t notice that all plants with ruins on them have space junk orbiting the planet? And it seems that the amount of junk correlates to the quality of the ruins.

P.S. is there a way to know how many hours have been played?
Lol, I've been playing this game since it back when it was named Starfarer, and I was today-years-old when I learned about orbital debris relating to ruins.

29
General Discussion / Re: In game notifications and dead ships.
« on: August 02, 2019, 11:28:24 PM »
To add to what Draken said, not all ships are recoverable, so it is possible that those ships were simply a unrecoverable loss and you didn't actually mess up.

However, if your ships are recoverable, they will appear with a slightly bluish box around them in the ship recovery screen after battle.

30
General Discussion / Re: New to StarSector - I need help
« on: August 02, 2019, 10:53:46 PM »
Yup, there is a mod called Combat Alarm Sounds. http://fractalsoftworks.com/forum/index.php?topic=11253.0 And while I know it's unsatisfying to hear "get used to it", I really hope you stick around and keep at it. Starsector is not the friendliest game for new players, but it really does reward you in spades if you stick it out.

As for pausing, I rarely do so unless I am issuing commands, which is itself something I don't do too often except at the beginning of the battle or to redirect fighter squadrons.

The Mount & Blade similarity is more related to the campaign and how you move about the map than it has to do with the details of combat.

About the second battle, are you talking about fighting the Pirate patrol at Derikuyu?



If you're interested, I could make a little video showcasing that battle and how to approach it. It might be easier than trying to describe all that here in text.

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