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Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20)

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Messages - Serenitis

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Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v3.0.4)
« on: February 21, 2020, 08:24:35 AM »
This is a reasonable suggestion. One problem though is that the tundra, jungle, desert, etc. MUDs will just be used as a stepping stone to turn otherwise unterraformable worlds into terran worlds anyway by using stellar reflectors after using the MUD.

In that case, why have mirrors/shades do anything other than remove negative conditions on cat_3 and higher planet types? After all, all the 'habitable' planet types have the same overall potential regardless. The types are just cosmetic, it's the conditions that matter.

Then you can have the MUD(s) be the only way of changing it further, or to a specific type.

General Discussion / Re: Modifying saved games
« on: February 21, 2020, 07:57:17 AM »
Saves are just XML, and are formated fairly sensibly so it's not too hard to find things. Especially if you're using an editor that knows how to highlight markups. (Like n++)

I edit saves semi-regularly to give my ships names that otherwise wouldn't fit in the box.

Suggestions / Re: Hullmod thoughts
« on: February 12, 2020, 08:48:53 AM »
Perhaps these differences come from different playstyles.
Almost certainly does.
Same 'mission', different ways of accomplishing it. And different tools (hullmods) used to achieve the same ends.

It'd be a dull game if there was 'one true way' of playing and nothing else worked at all.

General Discussion / Re: Noob needs help choosing a system to colonise
« on: February 11, 2020, 02:11:23 PM »
Military costs money and its effectiviness depends on the population size. Several planets with managable hazard levels will grow fast enough and will not have very large upkeep for the High Commands. Resulting in the military powerhouse.

The self-sufficiency thig is entirely optional, and dependant on your preferences.
I favour it because being able to meet your demand for all resources with your own mining outputs reduces the maintenance you pay on all your buildings.
You don't even have to go all-in to get this either. Any resources you can supply yourself with will give you a proportional cost reduction.
If you can supply all the resources yourself you'll get a 50% discount on colony upkeep. (Hint: You'll need a free port to achieve this.)

Having everything all in one system also greatly reduces the occurance of shortages due to lost shipments, and is significanly easier to defend as you can overlap multiple military bases even on hostile worlds as they cost so little to maintain.

The minimum levels for resources depend on what kind of skills you have access to.
If you do not have the Industrial Planning skill which provides extra outputs then you're looking for:
Food:   -1
Ore:      +2
Rare Ore:   +2
Volatiles:   +2
Organics:   0

If you do have the the skill, OR you have hired an admin who has the skill, OR you have used an alpha core as an admin, you're looking for:
Food:   -1
Ore:      +1
Rare Ore:   +1
Volatiles:   +1
Organics:   -1
Bear in mind that admins and cores can only look after 1 planet each, while you can look after several.
I think using an alpha in an industry also gives more output so you could potentially go even lower, but I don't use cores so someone else will have to confirm.

The Synchrotron can be installed in a fuel production industry, which it boosts by +3 fuel produced.
It does not affect the input requirements in any way.
Fuel production on its own makes a decent chunk of money. Adding a Synchrotron makes you noticably more.

Duzahk has only one gas giant and one small barren I haven't bothered to survey. It didn't seem in any way viable to me.
Those are the only guaranteed planets in Duzahk, and if there's nothing else there it's usually not worth bothering with.
At least not until you're far more comfortable with the game and it's mechanics.

Suggestions / Re: Hullmod thoughts
« on: February 11, 2020, 01:40:49 PM »
Losing crew is technically no different to losing any other required resource.
Technically because you can't replenish it in the field, unlike supplies and fuel.

Fighting against large fleets is significantly easier and quicker when you have a force multiplier in play, such as fighters.
And large fleets are an excellent source of both supplies and fuel.
You are guaranteed to lose crew doing this, which is has the potential to put your fleet under it's CR threshold and render ships non-viable for combat, which in turn requires eventually abandoning whatever you were doing to fetch more crew as you can no longer use combat to recover fleet resources.
Mitigating fighter crew losses is a very useful ability for me because
fighters are the key to turning hostiles into useable resources with the minimum fuss

Drones mostly remove the need for this. But you have to do this in order to get them. And you'll probably want to keep manned bombers anyway because they're just better.

You might not care about this because you have a different way of doing things.
And that's fine because sandbox.

General Discussion / Re: Amusing Ship Names?
« on: February 11, 2020, 01:18:53 PM »
This looks like an opportune moment for me to reveal my eccentricity. And to also let you know I converted all my spare mass into engine ridiculous ship names.
I'm quietly confident this will be either amusing or useful to *someone*.

Knockoff "Culture" style names
All collected by snipping various things out of what I've been reading, or from whatever hot nonsense I happened to be thinking about and remembered to make a note of.
Some are quite long, but amusing. Those are too big to enter in-game but can be inserted by editing the save, this does break the formatting quite a bit though. Use at your own risk.
I Don't Need A Tie For Gravitas
Adds Gravitas
Widespread Property Damage
Abundance Of Caution
There Is No Threat
Regulatory Alignment
Superb Penetration
Have A Nice End
Now Do You See My Potential?
Hostile Interview Process
You Can Prove Anything With Gravitas
Misconceptions About Falling Objects
Damaged Beyond Recovery
Non-Recoverable Error
Necessary Evil
Abuse Of The Naming Convention
Nuanced Disagreement
Very Different Worldview
Dialectical Materialism
Citing No Evidence
Not Only Will This Kill You It Will Hurt The Whole Time You're Dying
Source of Uncertainty
Everything Not Saved Will Be Lost
2-Part Return
Word of the Day: Gravitas
Alternative Gravitas
Alternative Fact
Being Early is Overrated Anyway
De Proprio Gravitas
Cocktail of Risks
Misapplication Hazardous
Orderly Transfer of Power
Not Nice
Earnest Gravitas
Preferably Ambient
Enlarged to Show Detail
It's Happened Again
Killed By Death
It's Probably Nothing, But...
Act Of Self Defence
Guns Don't Kill People, But They Really Help
Industrial Action      
Inevitable Backlash
About Last Night...
Physics Package
Vacuum Metastability Event
Unfavourable Vessel Geometry
Collateral Damage
Unrequested Fission Surplus
Injuries Incompatible With Life
Kinetically Unstable Arrangement
Hardware Rich Combustion
Rapid Unplanned Disassembly
Bodily Disruption
Organic Fog
Packaged Sunshine Delivery
High Affinity for Electrons
Countervalue Exchange
Extremely Characteristic Scent
The Great Dying
Pressure Differential
Vertical Pressure Gradient
Nuclear Excursion
Standby For Lithobraking!
Neutron Reflection
Criticality Incident
Best Guess As To What's Really Happening
Intercalating Agent
Add More Nitrogen
Irrational Love Of Metal Azides
Icon Of Sin
Do You Want a Fire or Not?
Elemental Fluorine
Trained Idiots Breaking Things
Random Effect
Reality Graft
Untidy Intentions
Mojo Filter
Shroedinger's Hammer
Shot Noise
Circumstantial Evidence
Guilt By Association
Innocent Until Proven
Juju Eyeball
Full Width Half Maximum
Undocumented Feature
This Is The Picture
Excellent Bird
Just Like A Metaphor
The Most Fabulous Object
Intellectual Interference
Obscure Reference
Horse Of Another Colour
Opaque Logic
Spurious Signal
Maniacal Laughter
Gravity's Angel
Bizarre Lag Phenomena
Catlike Tread
No Sound At All
Secret Ingredient
Formal Complaint
So Minimal As To Be Actually Negative
Artistic License
It's Character Forming
Standard Deviant
Don't Make Me Come Over There
Asymptotic Momentum
The Problem With Inertia
Back By Popular Demand
Continuing Engagement
Causal Loop
Infinite Recursion
Divisible Prime
Even Odds
Immovable Object
Irresistible Force
To The Left
Where There's Smoke
To Be Continued
Fearful Angel Treading
Four Sigma Event
One Word Dictionary
Unspoken Language
Winging It
Suppressed Evidence
Monotonic Increase
Paradigm Shift
Out Of Context Problem
Momentary Diversion
As Advertised
Chance Encounter
Spinal Clacker
Walrus Gumboot
Grooving Up Slowly
Stranger In The Night
No Viable Alternative
Five Minutes For Fighting
Contrarian In Denial
Laugh While You Can
Cut Large And Kicked Into Place
Truth From Error
Necessary, Therefore Possible
Simplicity Itself
Phlogiston Pump
Distant Early Warning
Orbital Transfer
Easy Does It
One Koan Clapping
Keep That Frequency Clear
Repeat Until Done
Pressure Of Grace
Vacuum Sonar
Ad Infinitum
Cordiality Assured
Into the Breach
This End Up
Carry the 4
Velvet Anvil
Point of Entry
Octopus' Garden
You Did NOT Just Say that
Through The Looking Glass
Not a Contrarian
A Lot Of Night Music
Work In Progress
A Kind Word And A Two-by-Four
Thick As A Brick
Final Word
Look Who Just Turned Up
They Couldn't Hit An Elephant At This Dist-
The Woman Named Tomorrow
When In Doubt, Use More
Once is Enough
Pace of Nature
Playing Dice With The Universe
Action In Rehearsal
Fractally Wierd
Do It My Way
Universal Infrastructure
Dirty Only If Done Right
Who's Your Daddy?
Move To Strike
Malice Aforethought
Hostile Witness
I Have Half A Mind. Where’s The Other Half?
Checks In The Mail
Xeno's Arrow
Alternate Route
Add All
Post-Grindstone Nose
Anger Management
Complaint Department
Custodial Services
Irreconcilable Difference
Objection Overruled
Face To The Sun
Maybe Its Time
Screaming In Space
Identity Crisis
Just Checking
Cartoon Physics
Everything I Say Is A Lie
Still Life With Dyson Sphere
Do Not Know, So Cannot Say
Degree Of Freedom
Agent Of Entropy
A Fly's Footfall
Distinctly Heard
Signal To Noise
The Only Thing We Have To Fear
Ask Not
Waiting For The Rhyme
And You Thought THAT Was Bad
Its Not Me You Should Be Worried About
You Will Be Sorted
Pareto Was Wrong
Drake Equation
Sufficiently Advanced Technology
I'm Just Getting Started
Statistics Maker
Bigger Frog
Error Of Your Ways
How Many Was That?
Attempting The Impossible
Reconnaissance Without End
A Variation Of Sadness
After The Water, The Clouds
The Art Of Conversation
The Cultivation Of Ideas
Figure Brooding On Madness
The Garment Of Adventure
The Good Example
The Muscles Of The Sky
The Ordeal Of Sleep
This Is Not An Apple
The Treachery Of Images
Factoring The Prime Directive
Nothing Up My Sleeve
My Other Vehicle's A GSV
It Was Like That When I Got Here
Nasty Brutish and Short
You Look like a Nail
Sufficiently Long Lever
Big Enough Rock
General Protection Fault
Collateral Damage
Don't Say You Weren't Warned
pU yaW sihT
Candygram For Mongo
Tab A
Slot B
Are We There Yet?
Another Way to Travel
Don't Touch That Button ...
If I Could Do It Again, I Would Do It All Over You
Pedal To The Metal
More Power, Igor
Another One Bites The Dust
The Means Justify The End
Public Nuisance
Not Wanted On Voyage
The Continuation Of Diplomacy
Invisible Idiot
You Go First
Deadlier Than The Mail
All Right, This Time You Hold That End
I've Added You To My Kill-File
Forty Two; And Counting
I'm Sure I Had It Around Here Somewhere
Not In My Back Yard
Pocket Change
Shopping List
Full House
Flash In The Pan
Extreme Prejudice
Rainbow Warrior
War Office, Wanna Fight?
Make My Day
He Went Mad, So I Shot Him
One For Sorrow
CAM Bombs Are Us
Let Us Prey
The Weather
Look, I'm A Plowshare!
They Looked Hostile To Me
Happy Birthday!
Don't Let The Name Fool You
No Rest For The Wicked
Peace Sells, But It's Really Too Damn Expensive
Sorry, My Trigger Finger Slipped
Damn, I Am Bloated
Parasitical Haven
Funny Meeting You Here
Come On, Everybody's Doing It
This Machine Is Alarmed
Crime Gun
Balanced Lifestyle Choice
Bloody Difficult
This Contract Limits Our Liability
Proportionate Response
Beauty And The Right To Refuse Admission
Source Of Uncertainty
Everything Not Saved Will Be Lost
I Call My Own Shots
Misapplication Hazardous
Standing Room Only
Orderly Transfer of Power 
Slow News Day
Never Mind The Ballistics
Basket Of Deplorables
Dr. Feelgood
No Minimum Charge
Yes They're Real
My Eyes Are Up Here
Private Vice, Public Virtue
Plagiarise This
Buyer's Remorse
Rapid Unscheduled Disassembly
Add More Bees
It's Happened Again
Innovative Use of Fire
Variable Geometry
Industrial Action
No, *This* Is A Coup
Strongly Worded Letter
Remains Of Love
Infinite Luxury Club
Enormous Strategic Consequences
Absolute Risk
Indefinite Backstop
Asset Management
Ballistic Descent
Cavalier Approach
Approaching The End Point
Regulatory Sandbox
Action Research
Exciting Opportunity
If You Didn't Want Me To Kill Him, Why Did You Leave Him With Me?
More Gravitas, Please
With At Least a Nod to Gravitas
Fugitive Emissions
I Was Present But Don't Think I Was Involved
Currently Engaging In Some Light Treason
Anything's A Spaceship If You Throw It Hard Enough
Inauthentic Behaviour
Data Misuse
Don't Worry, This Will Only Hurt Briefly
Highest Level of Special
Smaller Than We Were Expecting
Worst of Both Worlds
Hot Unrelenting Nightmare
Voted Against The Meaningful Vote
No, Seriously
Drop The Pretense
Abundance Of Caution
Too Obvious To Ignore
Go Away And Shut Up, Frankly
100 Percent Fatal
You Can't Prove It Was Us
Trash Interceptor
Contempt Of Parliament
Surplus Of Dignity
This Is Nothing
Lightly Seared On The Reality Grill
Enthusiastically Repurposed
Constructive Ambiguity
Subtle Development
Very Different Worldview
Bit Aggressive For A GCU But The ROUs Get All The Good Names
Missile Test Failure
Did I Not Mention The Bees?
The Farthest Thing From Fine
Waving Back At Gravity
Getting My Retaliation In First
Nope, I Was Right the First Time
Space Oddity
Not Heavy Just Awkward
The Risk Remains Unchanged
New Asset Not In Use
Historic Mistake
Just Calm Down And Enjoy The Ride
Fun, But In No Sense Civilised
Outdated Understanding
Collusion Illusion
If You Feel That Everything Is Under Control, You Are Not Going Fast Enough
Common Purpose Tendencies
Not Disquieting At All
A Small Note Of Disrespect
No Scrap Value
Name Not Declassified
Niche Specialist
Failure of Statecraft
Beacon of Gravitas
Limiting Factor
Incontinent Mendacity
The Least Painful Resolution
Consider the Chaos
Cone of Uncertainty
Named By Committee
What Are These, Lasers?
Full Spectrum Confidence
Quite Ethical
Secure Destruction
Low-energy Opponent
Huge Unexplained Mass
Slightly Unsettling
I Abhor Violence But...
Everything Is Fine
Strategic Ambiguity
Machine's Decision Is Final
What Are Humans For?
Ethics Are Cancelled
Obvious Exemption
New Asset Not in Use

Interested parties; use however you wish.

Suggestions / Re: Hullmod thoughts
« on: February 09, 2020, 07:45:52 AM »
For Recovery Shuttles, the way I see it is that if you are away from a source of crew, you are out exploring and shouldn't being doing any real amount of fighting.
Fighting is how you get enough supplies and fuel to stay out exploring for extended periods. Enemies are like fuel depots, and fighters are the key to turning hostiles into useable resources with the minimum fuss.
That it burns a non-renewable resource is inconvenient. But at least there's some way of mitigating it.

They stack. 
Yes they do. But it doesn't matter how good something is if you don't have the ability to use it because you're already using things which are more important (to you).
I don't consider what the ARU does to be particularly important because temporarily disabled things have never really bothered me. And the skill still gives me a boost to this anyway that costs nothing.
ARU is literally useless to me.
Different priorities etc....

ARU never repaired hull
I'm fairly sure no-one has ever claimed it did.

General Discussion / Re: Noob needs help choosing a system to colonise
« on: February 09, 2020, 07:25:51 AM »
Best system be default is Duzahk. Unless it is somehow heavuly randomized and consists of huge, high grav planets only.
Duzhak only has 2 planets in it by default, and neither are particularly well suited to first colonies.
Everything else is entirely procgen, and as some folk have shown can have some stunning opportunities.
It's p. much always worth stopping by Duzahk early just to see if there's anything interesting there.

...I may be missing the potential of some of these systems.
Might be helpful to say what's on those gas giants. They're often a useful source of volatiles.

Breakdown of systems:

Damar system:
Eros: Terran 50% farm +2 rare ore -1 organics +1
Kepheus: Desert 125% Deciv vast ruins farm -1 ore +1 organics 0
Minnow: Barren 175% ore -1
Gas Giant: yes

Eros will grow quickly and produce a decent income with just farming and mining.
Kepheus will lag behind a bit and will have a smaller (though still useful) income via mining.
Minnow is entirely ignorable unless you want some extra industry slots.
Gas giant may or may not contain enough volatiles to support fuel production, but there isn't enough ore in this system to support a refinery in any case so you're still dependant on imports.

If you're just looking for a money farm and somewhere to store stuff, this system will serve you well.

Gualechis System:

Mesh: Jungle 75% vast ruins farm +1 ore 0 organics 0
Zuan: Volcanic 225% rare ore -1 ore +1
Telephasa: Volcanic 200% rare ore +3 ore 0
Asmaidas: Toxic 225% rare ore +3 ore 0
Gas Giant: no

Mesh will make a decent homebase with a good income via farm + mine.
Colonising Zuan plus Telephasa give you access to enough ores to run a refinery without imports. Although neither will grow quickly so your production will be limited by your mining colony size.
Ignore Asmaidas as it's a worse version of Telephasa.
No gas giant, plus no volatiles means no native fuel production. You can still always import volatiles.

A decent money farm system, but the ores being on separate mining planets are less than ideal.

Lempo System:
Gray Ghost: Arid 100% farm -1 ore -1 organics 0
Fenrir: Tundra 100% Farm -1 organics 0
Magon: Toxic 225% ore 0 vollatiles 0
Iravik: Rocky Metalic 200% scattered ruins rare ore +1 ore 0
Fared Kathon: Rocky Metalic 200% rare ore +1 ore 0
Gas Giant: no

Gray Ghost and Fenrir are p. much interchangable, and either would make a decent home base. With -1 food you'll need to make sure you make one your first colony and max boost growth so it's always your largest so you never have worry about food imports.
Magon is nearly useful, just not quite enough volatiles. It would still make an okay amount of money from mining exports.
None of the other planets are all that interesting.
There isn't enough ore to run a refinery so you'll need to import, and there's not enough volatiles so again, import.

Take the 2 good planets and put farm + mine + military on them, plus whatever else you feel like when they grow.

Clix System:

Merlin: Eccentric Terran 125% Pollution scattered ruins farm +1 ore 0 organics 0
Dargor: Rocky unstable 200% rare ore +2 ore +3
Jiao: Toxic 200% rare ore -1 ore 0
Galavar: Barren 200% ore +3
Gas giant: yes

Merlin would make an okay first colony, and pull in a decent income with farm + mine. Growth will be a bit slower due to the hazard.
Dargor is an excellent mining world with enough ores to run a refinery with no skills or boosts. Mine + refinery would be a good combo here.
Jiao and Galavar are mostly ignorable.
Gas giant may oy may not contain a useful amount of volatiles.

Fairly decent system. If the gas giant has +1 volatiles or more it could be entirely self-sufficient.

Beta Chirra System:

Beta Chirra 2: Terrran 125% farm +1 rare ore +2 ore 0 organics +1
Beta Chirra 2: Volcanic 250%rare ore +1 ore +2
Gas giant: no

An okay Terran world. Not great hazard, but a decent spread of resources. Would make a good amount of money with just farm + mine.
The Volcanic world would make a decent mining colony. And both together would be able to run everything except fuel production due to the lack of volatiles.

With just 2 planets in the system you'll need military bases on both, so you'll need to pump that volacanic with as much growth boosting as you can so you get enough industry slots.

Gamma Persai System:

Gamma Persai II: Eccentric Terran 125% Farm +2 rare ore -1 ore -1 organics +1
Gamma Persai I Vocanic 200% rare ore +2 ore +3
Gamma Persai B I: Barren 200% Scattered ruins ore +2
Gas Giant: no

Again, this system can do everything except fuel. The Terran E. would make a decent income on it's own.
The barren is useful due to ruins, and providing more space for industries.

Better than Beta Chirra imo.

Delta Dumir System:

Delta Dumir II: Desert 125% ore 0
Delta Dumir II B Desert 150% ore 0
Delta Dumir II A Desert 125% farm -1 rar ore -1 ore -1 organics 0
Delta Dumir I: Rocky Metalic 175% ore +3
Gas giant: no

Three low-ish hazard planets make an interesting system with lots of flexibility. IIA would need to be your first colony to make sure its the largest so the poor farm can feed everyone though.
There's enough ore to run a refinery if you colonise the rocky world, but still not enough rares. So that will have to be imported. Might be better ignoring it and just importing both tbh.
No volatiles so you'll have to import those if you want to make fuel.

This system could become a military powerhouse, if you don't care about being dependant on imports.

Kigatilik System:
Suroclaire: Terran 125% scattered ruins farm +1 rare ore -1 ore 0 organics 0
Xaphasor: Irradiated 200% rare ore +3 ore +3
Sar: Volcanic 275% rare ore +1 ore +2
Loka: Volcanic 250% rare ore +2 ore +1
Indrik: Volcanic 200% rare ore +1 ore 0
Gas giant: yes

Suroclaire is a fair pick for a home base. Would have decent income, but slightly slowed growth.
Xaphasor is an excellent place for mining & refining.
Both would make a ton of money.
The other planets are more-or-less ignorable unless you desperately need more room for industires.
The gas giant, if it has more than +1 volatiles would give this system complete self-sufficiency.

I'd go for either Cilix or Kigatilik due to the possibility of having all resources. But honestly any of those could work for just pulling in a decent income.

Suggestions / Re: Hullmod thoughts
« on: February 08, 2020, 02:33:35 AM »
Re: Blast Doors and Recovery Shuttles
Whilst crew is incredibly cheap and effort free to obtain, it does have a requirement that is not always possible to meet: You must be within range of somewehre that has crew available.
This is not always a guarantee given a possible focus for the player is exploring derelict and deserted regions far from any habitation.

Blast Doors is a 'nice to have' mod, which is often eclipsed by Reinforced Bulkheads due to the utility of being able to recover lost ships.
I'd like to use it more often, but rarely have the OP to do so.
When I do use it, it will likely be on my flagship if I'm expecting to take an aggro role. But it will be removed once the Damage Control skill is unlocked, which does the same thing for zero OP cost.
I would have no problem with Blast Doors and Bulkheads being merged.

Recovery Shuttles is something I use quite a lot. Carriers are usually a large part of my fleet, and fighters are a huge crew sink.
It is very easy to run a fighter heavy fleet's CR cap into the ground via combat losses, meaning you have less combat options and thus less salvage options.
This will always result in the exploration being abandoned in order to replenish crew, which can involve a non-trivial amount of travelling.
It is possible to recover crew from derelicts and debris fields, but any attempt to rely on that would be rather foolish.

Using drone fighters is an excellent way of sidestepping this issue. But that requires some initial action in this direction.

Re: Automated Repair Unit
I've never really cared about using this, even if I am routinely getting my ships shot at.
Because the Damage Control skill does the same thing for zero OP cost, and I already can't afford to fit the things I want.
And the same DC skill gives you free repairs at the end of the battle, which the ARU doesn't.
ARU basically doesn't have a hope of me ever using it because the Damage Control skill does more for less cost, and doesn't gimp my outfitting choices.

And, I'm still not over the fact this thing doesn't repair the hull in battle. #NaCl

General Discussion / Re: Your thoughts on Odyssey with 2 TL
« on: February 05, 2020, 10:10:08 AM »
The whole hard flux vs. soft flux thing is (imo) blown up into a much bigger deal than it really is.
In a 1-v-1 simulator fight then yeah, hard vs. soft is a huge deal because you only have what you have, and nothing else. But in the "reality" of the campaign it's something to be aware of at most.
A twin-TL Oddy will do just fine in a fleet setting.
Is it "optimal"? Probably not. But who cares if you like the way it works and enjoy using it?

I've flown an all beam Oddy as a flag for a while now, and it has zero issue even with remnant fleets. Because it is never alone.
It doesn't matter if it can't do hard flux damage because there are a dozen ships and hundreds of bees with it that can.

tl;dr - do what you want 'cos a pirate captain is free

Mods / Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
« on: February 02, 2020, 01:08:49 PM »
198250 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
   at y(
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)
   at Source)

If all else fails blame the cubes. You just know they're up to no good anyway.

Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v3.0.4)
« on: February 01, 2020, 04:57:33 AM »
Sent a link to a useful resource.
I feel it's proper to mention that I'm not a developer of Unknown Skies. I'm merely a contributor.

Every resource in at least +0. You need a +0 resource to supply an even size colony. A -1 resource will leave you in shortage unless you have an input reduction method (skills or AI cores) or one of your input planets is smaller than the rest.
Farming is the exception.
Even a -1 will let you fully feed the farming world, plus any smaller colonies with zero skills or items.
(Population requires size-1 food. -1 Farm produces size-1 food.)

And the farming world is overwhelmingly likely to be your first, lowest hazard, and therefore your largest colony. So it's only in the most outlying situations (like making your 1st colony NOT on the habitable world) you ever have to worry about farmland quality.

And as mentioned, farming doesn't have very burdensome inputs - nothing until size 4 (i think), and then a small amount of machinery.
So it's ideal for early colonies, which further cements the farming world being the largest colony by virtue of the headstart it gets coupled with the reduced hazard from the habitable condition (which is required for farmland).

Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v3.0.4)
« on: January 31, 2020, 06:27:03 AM »
Something I can look at is using different textures/graphics/etc randomly so that all planets have a slightly different appearance after terraforming. The problem is that I would have to steal the textures from other mods because I'm not much of an artist. I have no problem copying code from other mods, but stealing their artwork is probably not OK. Maybe I can find some way to autogenerate planet textures with something like DeepDream.
I've got a fair amount of textures I've collected over the years (some of which are already in Unknown Skies), if you have something specific in mind for what you want I might be able to provide.

Suggestions / Re: More ballistic anti fighter options
« on: January 31, 2020, 06:22:34 AM »
I suppose a smaller devastator cannon might be able to do it.

Modify the current 'mortar' weapons to have a small area of effect and proximity fuse, so they become bargain bin HE flak cannons.
(Leave everything else about them alone though.)

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