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Messages - Alphascrub

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16
Anyone else noticing that when playing with Nexerelin, Blackrock always loses its capital early on? I've had this happen in 5 consecutive runs so maybe its just me, but if it is a an issue other people are facing I would like for the planet Blackrock to be more fortified in a future update.

For me I tend to see Scy and BRDY butt heads early on. Scy generally takes the vigil and then the war ends. It might be because Scy's primary system is vast and frankly pretty powerful, then again scy doesn't generally have a lot of sub systems. Other than that I don't really see BRDY lose much. In my games for whatever reason they seem to side with the Ludic church a lot. Kind of an odd fit in my mind, but they're maybe something to it.

17
@the discussion over dmods and traits. I would honestly say Dmoded ships should have the strongest traits. Take a car in real life you have fixed up but not completely replaced with factory new parts. Cars like that have a true personality to them. Certain things would still be broken others might be over engineered to fix problem. You learn these things as you operate the car, what gears it might stick in while shifting, how the blinkers might only work if you flick them in just the right way, how your heater might not work but your air conditioning is worse than a freezer. Ect. Sometimes you end up replacing a fuze or light bulb with something vastly better than the original because its all you had at the time. Basically I think of dmods are going to effect trait percentages they should increase them across the board, both positive and negative.

I don't know. Sounds like a lot of work to me,  a pain to balance to, but just my two cents.

18
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 25, 2019, 02:25:33 AM »
What is the purpose of autonomous market option? From the description I see only cons.

So that you can keep a colony in your faction without your or your admins directly controlling it. There are many possible reasons for doing this. The short list is, your over your control limit for colonies and admins, you have no alphacores, the colony is garbage but you still want to control it or have it fly your flag, ect.

19
Mods / Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
« on: August 23, 2019, 11:56:36 PM »
Yeah I can understand not being able to pull over colonies but that's a small price to pay for being able to transfer almost everything else.

Eh. Use console commands to import some stuff it bothers you to much. Personally I like coming up with settings, to play from. Honestly I kind of roleplay it. Last time I was a the last surviving combat ship of merchant caravan who decided being a pirate wouldn't be so bad so long as he could still kill pirates. The play through I'm on right now I'm literally role playing a person who broke from the ludic path, only to seek commission in the blackrock navy and create a free port empire that slaughters both pirates, heg and pathers a like while bringing back AI ran colonies for better or worse. Yea I'm roleplaying the *** out of this but console commands let you do it and its kind of interesting. I don't make decisions based on what I would do. I make decisions based on the character I'm playing do.

Either that or just start carbon coping your fleet over. Its kind of boring for me honestly. I would also mention that unless your crashing a lot or really need a new feature there is no need to update all the time (inb4 the hammer falls look people if your crashing a lot chances are its means you need and update or to check your versions). I've got 9 mods that need updating right now according to version checker with a multi colony empire stretching all over the map. Runs fine. I think I've crashed one whole time this campaign to an error I can't seem re create.

20
Modding / Re: [0.9.1a] Terraforming [Beta] 0.0.1v
« on: August 19, 2019, 12:44:34 PM »
I think it would be interesting to see AI cores thrown into the mix. I keep coming across crashed terraforming drones in my modded games (this might actually be a modded feature, I really need to vanilla it up some more lol the lines of modded and unmodded don't exists for me anymore.) and I can't help myself from wondering wouldn't it be cool to take something like a core and nanoforge with some supplies and fix the terraforming drone. You could even make its variable based on the resources you add to the drone; an alphacore and a pristine nanoforge would probably let you fix/shape the planet a lot better than a gamma core and a corrupt nanoforge.

21
Modding / Re: Please be mindful of the tone of your mod
« on: August 19, 2019, 12:32:58 PM »
I'm alright with the tip humor. I haven't honestly ever found out anything from the tips that I didn't learn from playing the game. To be exact, I've found more use in the humor tips than the none because they make me laugh. Whats more is I can remember some of the humorous ones where's at the moment I'm drawing a blank for the rest. Thats kind of the problem isn't it. One tip I would have for new players is buy supplies at every port, where as a player who has been at it for a while probably has entire parts of his/her fleet dedicated to logistics and doesn't need any help managing it. Hence why I think humor tips are ok.

As far as the OP comment on mod balance and such, I agree I don't want OP ships. I want ships that fit in the universe. Overpowered ships tend to take away from the experience. Not add to it. Getting past a particular fight because you fitted and piloted a ship/fleet particularly well is vastly more fun than being able to wipe out the opposing fleet because your ship has more flux capacity and venting than the entire enemy fleet combined. Most mods do an excellent job at meeting just at, just below or just above vanilla balance. Its close enough to keep things interesting. Ever notice how strong the paragon is? How even VS many modded "vanilla balanced" capital ships it wins?  I think thats pretty great.

22
General Discussion / Re: "Starbases"
« on: August 14, 2019, 06:39:34 PM »

I get that it's supposed to be hard starting up your own empire, but I think toning down the pirate raids frequency (and maybe some fleet strength) would go a long way in solving some issues

The biggest issue is definitely the frequency. It is boring to have to persistently babysit my colonies. I'd rather Alex made like the super rare, ultra-powerful pirate raid or base that wrecks my empire, than the super frequent nuisance pirates.

I dont really have to babysit to much. Sure AI inspections are *** but I'm generally just at war with Heg or I just wipe them off the map for trying to tell me how much milk I like in my cereal. I've played with and without mods and it doesn't seem to impact me to much. Sure I might have to put down a few fleets pending on where I built or if I got a faction commission or not but even in the games where I've used nex options to start with a colony I haven't had many issues with defending mine.

If you don't mind could you answer a few questions?
Do you build up your own fleet before building a colony?
Do you tend to start your colonies inside pre-colonized sectors? Do you go out into further out systems that haven't been colonized yet?
Do you rush into building colonies asap? How many?
Do you build colonies for separate purposes? One for mining, or processing, or heavy industry?
How often do you build defense? Do you focus on upgrading it early?
Do you usually run open markets?
Do you use AI cores?
Do you often get a faction commission before founding your factions?


TL;DR orbital stations that are mini-colonies mainly used for storage / waystation, and phasing into learning colony mechanics instead of jumping right into it and dying to unprepared things such as massive pirate bases, expeditions, pathers, etc.

I've been interested in this is well. There are stable areas in space where I've always thought man a station would be great here. The system seems to be in place, ive approached many pirate and pather bases and inspected them to find they have improvements on them like orbital batteries (this one actually has a unique graphic might have a special name to), heavy industry, ect. I think this is just one of those features that Alex hasn't had a chance to implement yet. While were on the subject it would be great to be able to spend ai cores, or other supplies to make better than makeshift relays or comm stations *(this might be a nex feature now that I think of it the making the makeshift stuff at least. )

23
Mods / Re: [0.9a] Automatic Orders 0.3.2
« on: August 09, 2019, 05:52:24 PM »
So is this mod good for 9.1? Sorry It seems like from the comments it is but I'm unsure. I really miss being able to customize how my ships act and the auto retreate feature is freaken great. I didnt realize how much I used this mod to help round how stupid the AI I can be sometimes until I didn't have it. Tired of seeing my destroyers run from frigates or be unwilling to engage anything because they don't have an aggressive trait.

24
Mods / Re: [0.9.1a] Underworld 1.4.0
« on: August 08, 2019, 06:08:27 PM »
I hadn't noticed this until these.... Individuals jumped on me by hiding in plain sight.
Spoiler
[close]
It's sneaky.
It's underhanded.
It's perfect in every way.

I quite like the changes and the new Cabal ships. They are without a doubt more threatening now than before much longer (almost gatekeeper from a midgame to lategame threat). The ability for them to switch sides seems to keep the alive longer in hyperspace to. Sometimes the cabal might be at war with one faction but the tri taychon isn't. Least that's how it appears to me.

25
Just throwing this out there while some ships like the (GM) Lasher or (GM) Vigilance definitely look like souped up variants of their base models, others like the (GM) Hammerhead and (GM) Wayfarer seem like ships deserving of their own name. They (GM) Wayfarer especially, its pretty great.   Feel free to ignore me lol was just and errant thought.

26
Mods / Re: [0.9.1a] Interstellar Imperium 2.1.0
« on: August 07, 2019, 01:50:37 PM »
Not sure if this is a issue, but so far all Imperium stations have no Fuel at all

Thats entirely dependent on their location. Outside of a bug some stations might not have the facilities on them to produce or stockpile fuel. I've never heard of a no fuel bug on a station.

27
Mods / Re: [0.9.1a] Interstellar Imperium 2.1.0
« on: August 07, 2019, 12:47:58 AM »
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.  :)

Deployment formations can even help here. Select the Interrex and the two ships you want to deploy with it and hit deply. Then tell the two escorts to to escort. This should cause them to deploy in a straight line with each other and place other ships behind them. Repeat this over and over with other ships. Like the tip of a spear, it will kind of mushroom out as you go but the escorts should stick with the ship.  Its an odd thing and some might argue it doesn't work or is stupid but ive found pretty good success with it. Specially if the ships deployed next to each other have similar max speeds. This might be something other people call stupid so take it with a grain of salt.

28
General Discussion / Re: Running out of supplies too fast
« on: August 05, 2019, 10:55:57 PM »
It says I'm using 17 supplies per day. If that's the case, why am I losing 2 per 1.5 sec?

Imo if your not used to managing supplies grab a buffalo freighter asp. They have 300 cargo space and for most early game fleets if you can devote 300 cargo hold space to supplies you should be good for a while, a salvaged one is fine just so long as its dmods don't effect the engines or maybe the sensor profile if you smuggle, if this thing is seeing combat you have bigger worries than losing it most of the time. Just try and get in the habit of topping off whenever you dock. Also when it comes to buying ships try to have twice as much money as the ship cost before you buy. You are going to have expenses, such as fitting it and well supplies/fuel/crew. When I first start out I usually try to have 3 times what I'm spending. It can slow things a bit but I do a lot of salvage gameplay early so I dont struggle to have lots of ships to throw at the enemy while I build funds from trading/exploring ect.

29
General Discussion / Re: Yet another new player needs help
« on: August 05, 2019, 10:45:56 PM »
Also, if you're not playing on easy, you probably should; Starsector has a steep learning curve, and while us veterans are okay on 'normal', it should be approached as more of a hard-mode than anything else.
Yeah, a tip to many new players: Many of us veteran players learned the game mechanics bit by bit. So we got to learn the combat before CR and PPT or before it effected everything.
To be honest, the Easy mode should either be named Normal and Normal, Hard. Or we need another difficulty... (Of course what would be REALLY nice would be in game adjustable custom difficulty)

Just tossing this one out there but you could probably make a pretty cushy custom start with the nex options you have to help beginners. Call it the starfarer start or something.

30
General Discussion / Re: Sseth Tide
« on: August 05, 2019, 10:43:10 PM »
thanks to Sseth im actually using his key to try this game out. 

im a few hours in and i think im going to like it.  i predict im going to end up buying this game.

i REALLY wish this game was on steam though.  i would instantly purchase it if it appeared there.
I'm about 99% sure that Alex has said that keys bought now would work on Steam. But even if they didn't, I know I am already planning on buying it direct from Steam to help with reviews and such

Amen to that, when it hit steam I'm going to buy a copy. Yea I've still got my key but at this point I feel bad for not buying the game again after all the hours I've put in.


Edit: I'm not saying the game has to be put on steam either. Its whatever works best for the game. I've seen the darker side of steam mods and the community that exists there and completely understand if people don't want to tread there.

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