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News: Starsector 0.9a is out! (11/16/18); In-dev patch notes for 0.9.1a (01/31/19)
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1  Starsector / Mods / Re: [0.8.1a] Interstellar Imperium 1.19.0 on: January 24, 2019, 07:17:20 AM
I for one find the preview ships gorgeous.

Like others I'm still a bit nostalgic about the old designs though. I have a sweet spot for the Praetorian, and while the new one looks neat I will miss the old design there. On the other hand I never cared much for the Interrex but the new one here looks very good indeed.

Looking forward to the new II  Cheesy
2  Starsector / General Discussion / Re: Can you stop exporting certain goods? on: December 07, 2018, 11:30:45 AM
Build a waystation. It stockpiles supplies, fuel and crew and adds accessibility. A way to limit or stop exports would be nice to have and has already been requested several times. Hope it gets added. 
3  Starsector / Announcements / Re: Starsector 0.9a (Released) Patch Notes on: December 06, 2018, 03:52:13 AM

Also, the whole affair had no impact on reputation with the hegemony, don't know if that should be the case. ("OK Gothars, you made a little mistake settling in our system, but don't worry, we will just wipe out your colony and kill all your settlers and then we will never talk about it again, allright? Don't get caught with your transmitter off, though;)")

Yep, a couple of changes already made to adjust this. One is of course no expeditions from commission factions. The other is changing how reputation hits work - no penalty at all for fighting the fleets, but a 10 point penalty when they arrive in-system.

So when you intercept them before then there is no rep loss at all? This would further incentive you to babysit your colonies, even if they could handle the expedition on their own.
4  Starsector / Mods / Re: [0.9.0a] Scy V1.50rc3 (2018/11/26) on: December 03, 2018, 04:19:36 PM
I just looted 500+ Intelligence Data chips from a Luddic Church trade fleet. Since the individual value is 50k I assume this is unintended. Something of a minor issue but I think still worth mentioning.

I appreciate the fast updates.  Cheesy
Thank you.   
5  Starsector / General Discussion / Re: Disabled Spaceport on: November 29, 2018, 05:35:19 PM
Its just a matter of there being so many of them, even if I pull one a little ways off (they retreat back eventually) theyre still within range of other supporting fleets, and the numbers are so lopsided I can barely deploy any ships. I need a bigger fleet just to win those initial fringe encounters so i can thin the herd.  Sometimes you just have to throw fuel /supply economy to the wind I guess, and actually use your colony's ability to mass produce Dominators for something.

Destroying spiritualists with pure economic power  Grin

I guess your battle size is already at 500? I've always had a rather big fleet when the path became a problem. Looking back I have to say I really like them as a faction. They are annoying sure, but they are the most distinct faction. Fighting them is rather different and they can catch you off guard if you underestimate them.
6  Starsector / General Discussion / Re: Disabled Spaceport on: November 29, 2018, 05:19:34 PM

Thanks! But like I said, they dont drift far enough away from the station on their own, and haven't been able to lure them successfully yet. 

They don't follow you at all? Like the usual "keeping in contact with your fleet" when they are too week to attack you directly? If they stick to the station I guess brute force is the only way. 
7  Starsector / General Discussion / Re: Disabled Spaceport on: November 29, 2018, 05:00:24 PM
I'm sitting outside a pestilential  LP base right now, but have no idea how to crack it. Im running with a heavy fleet as well that could absolutely take down the base  1v1, but it's surrounded by a seemingly unending supply of fleets that never drift far enough away to pick off. At the end of the day Im only a single fleet and can be overwhelmed by sheer numbers.

How are you supposed to remove this colony threat? I thought I read that raids were supposed to be an alternative, but you still need to clear the fleets to launch one.

Any tips?

Lure the fleets away from the station and grind them down. Play defensively and they will suicide into you like the crazy fanatics that they are.

You can also park in an nearby asteroid field or debris field go dark and wait for a good opportunity.

Or a combination of the two. 
8  Starsector / General Discussion / Re: A difficult time with the [REDACTED] stuff. on: November 29, 2018, 04:50:52 PM
Something worth noting is that several skills have a profound impact on your fleet performance.

So your friend could have taken several of those while you took other ones. To the point where the same fleet would either win easily or be obliterated like you described.

Command point spending helps as well. If you have trouble with fighters and being flanked try forming a battle line. Like 2 or 3 defend orders a bit spread out work generally quite well. Take your wolfs into a pack with rally orders and have them hunt down lone flanking ships with eliminate orders. Note that escort orders can be quite dangerous.

That's all I can think of. You can also upload your save if you want more detailed advice.
9  Starsector / Suggestions / Re: Bookmark places? on: November 28, 2018, 02:17:06 PM
I'd love to be able to write my own fleet logs and attach them to somewhere, yeah.

also a way to empty out the exploration intel tab, it gets cluttered w reports that never go away

Yes please !

Also while we are at it. A way to select all tabs in the intel screen at once would be perfect. Is there a way without shift clicking every single tab atm?
10  Starsector / Announcements / Re: Starsector 0.9a (Released) Patch Notes on: November 23, 2018, 02:58:02 AM
Re: Colonies
Organically growing a colony from early-midgame on was a real struggle, and I had to max the colony skills to not lose the game to debt.  I would not want to do it that way again.  What I will do next game is play like in previous versions of Starsector - level up combat related skills and buildup fleet to about endgame strength, then plop down a colony and build it up very fast.

In my experience you don't need an endgame fleet or even close to that for a hyper successful and fast scaling colony. You just need a good location (some resources, hazard rating 125% or lower) and a lot of credits. Bonus points for some AI cores/Nano-forge or a fuel module.
In my first playthrough I started my colony while having only 2 cruisers some destroyers and frigates. I had done a lot of exploring and had 1M credits in the bank from selling blueprints. Just rush all relevant buildings and go free market. You should get a station up in time before the first raid and it was a cakewalk for me from there. Defend with your station as meat-shield and scale your fleet with industry. Soon enough the colony will solo most  incoming expeditions.   
11  Starsector / General Discussion / Re: Blueprint acquisition and raiding on: November 21, 2018, 11:45:52 AM
Jesus crist, just that noone KNOW how to raid in the right way that they complaining how hard the blueprints to be acquired.

I think nobody in this thread implied that they don't know how to raid. Simply that the drop rates are bad in comparison. As dandylions said blueprint acquisition is likely to be revised at some point.

And the "right way", I mean sure I can just load up 5k marines and raid Culann every month till I get lucky. But this just feels gamey and grindy.
12  Starsector / General Discussion / Blueprint acquisition and raiding on: November 21, 2018, 03:16:12 AM
I have done a lot of exploration in the early and mid game. By now my colonies are making me more money then I could ever spend. They are also annihilating all fleets that are sent against them by themselves.
But I'm still missing blueprints, especially high tech ones. So I decided trying to raid Tri-Tachyon.

I hit both military markets and the only not common thing I got was a light needler blueprint.
That's really underwhelming considering I blew up a star fortress, bombed their ground defenses, raided with a 90% effectiveness and went hostile with a major faction for this result. I mean Culann is now sitting at 0 stability.

So I am wondering if exploration is currently the only decent way to find blueprints? I might try [REDACTED] next but I have read in another thread that the loot there is rather bad as well.

Somewhat unrelated I want to say that I really like the raid/bomb mechanic itself. Slipping past the station for a quick raid but having to deal with the added defense the station itself gives and the ground defenses. Or just blasting through and straight up bombing the defenses.
Or possibly targeting trade convoys to the target carrying marines and supplies so that the defenses are only working sup-optimally.  Grin Something that might be even possible early to midgame.
13  Starsector / General Discussion / Re: 0.91 Wishlist on: November 20, 2018, 04:20:04 AM
- Ability to auto-resolve battles vs automated defenses that guard various probes, mining and research stations, etc. By the mid-game, my fleet is powerful enough to take out the lesser
 guardians with ease and by the late game, whenever there's guardians i just skip the probe/whatever because i'm sick of fighting the same battle over and over again, especially when i know i'll easily win.

Yes! Please make it so that your 2nd in command can handle automated defenses past a certain fleet size. I'm skipping domain probes with defenses for quite some time now as well.

Also I would really like the ability to mark systems in the intel screen. A own tab with marked systems and the ability to make notes there would be very welcome for exploration.                                                 
14  Starsector / Announcements / Re: Starsector 0.9a (Released) Patch Notes on: November 20, 2018, 01:31:59 AM
Two things:
  • Bug: Is anyone else getting a bug where salvage attempts from battle debris fields can have tons of Nebula Passenger transports as recoverable hulls even if the battle had none of them in it at all. (I realized it was VERY odd when I got Nebulas after [REDACTED] fights or like 3-4 Nebs ONLY for a few other fights.) I'm not sure what causes this; it happens occasionally and there isn't anything I can think of that in common with each occurrence. Saw this in RC7 once or twice and now in RC9. I'm pretty sure I saw it non-modded in RC7. By RC9 I have a handful of utility mods installed and see it a bit more often (or so it seems; have spent more time in RC9 by now). Apologies in advance if this was mentioned already...

Yes happened to me several times as well. Nebula transport. Still on unmodded RC6.

Also is autofit behaving weirdly for anyone else?

Here is an example:

It is replacing the burst pd with regular pd despite enough being in my cargo holds. It's adding Reinforced Bulkheads as well despite the option turned off.
15  Starsector / General Discussion / Re: politics! on: November 18, 2018, 03:33:09 PM
I have one semi-super colony that is apparently outperforming every other market in the game, so every faction is sending fleets against me despite having good relations.

I am in a similar position. I think the issue is how fast it is to develop your colony into a major player in the sector. I had fleets come trying to disrupt my industry before my first pirate raid/base.

I was also surprised how cheap it is. I have invested maybe a million credits into my colony and getting around 400k per month now. Granted I got lucky that the pathers blew up Sindrias fuel production  Grin 
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