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Messages - The Soldier

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31
Definitely!  Follows the same scheme as the fuel and cargo capacity, only makes sense to carry it over.

32
Suggestions / Re: Problematic Collisions with Stations
« on: December 07, 2018, 11:12:40 PM »
Ah, I've run into this exact same situation before.  Shields up, a station pylon just brushes me, and my Omen gets instantly destroyed.  Ashamed to admit that's happened more than once on different occasions. :P Same as you, I think it has to do with the overwhelming mass difference as well the fact that the station is both an immovable and unstoppable force due to the Axial Rotation.

In a related note, joining a battle that's been going on with a station involved can lead to ships spawning within the station's hitbox and getting instantly destroyed, as here.  You can just make out the poor Enforcer's corpse on top of the structural spur between the hangar module and missile module.

33
Bug Reports & Support / Re: Instant ship market refreshes
« on: December 06, 2018, 11:02:16 AM »
I should add this problem occurs with the Free Market on colonies with Commerce.  Just hit "I" and the entire inventory refreshes.

34
General Discussion / Re: Alpha Admins
« on: December 04, 2018, 10:49:11 AM »
Just bribe them.  That's really the only acceptable answer to an AI inspection.  Removing cores is worse than cooperating.
You can replace any cores in that colony with Gamma Cores (unless for some reason you decided to put an Alpha Core as Administrator, in which case other problems might arise).  If you do any amount of exploration, you'll be swimming in Gamma Cores, very expendable and cost far less than the bribe.  Just swap out the cores a second before the Inspection Fleet arrives, let them take them, and then put the original cores back in.  Just make sure to keep a core in the same spots.

So no, there's other perfectly acceptable answers to AI Inspections.

35
For future reference, the game actually keeps two saves in your save folder - your current save, and then the save before that.  When yous save the game, the game keeps the previous save but appends it with .bak.  So you can (relatively) easily revert to the save state before your current one if you go into your save folder, delete the campaign.xml and descriptor.xml, and then remove the .bak file ending from the other two files in the folder.

36
General Discussion / Re: How To Assault A Large Starbase?
« on: December 02, 2018, 03:02:47 PM »
So I brought all these ships to play with this giant base. But how do I stop them all trying to rub themselves on it like a bunch of needy space cats?


If I understand what you mean, destroy any Sensor Arrays, Comm Relays, or Nav Bouys in the system.  The patrols will all go to investigate those and leave the main base undefended.

37
General Discussion / Re: Alpha Admins
« on: December 01, 2018, 02:49:20 PM »
Ah, just wait for the downsides.  Just you wait. :)

38
Aye, the Omen is probably my favorite ship to pilot in the entire game.  It's just too fun zapping everything to ash. :) I was fortunate enough to get my hands on an Omen blueprint early on in my first playthrough, and boy was it fun.  Never did get that Tempest blueprint, so I was stuck with a pair of Tempests that I'd found abandoned in TT territory and slapped Reinforced Bulkheads on them for the rest of their lives.

The tag-team of a Tempest and an Omen was a force to be reckoned with indeed!  Though I never spammed them to quite this extent, I always had 2 Omens and 2 Tempests on hand in my fleet.  Never did appreciate the power the Omen had before this update.

39
General Discussion / Re: How To Assault A Large Starbase?
« on: December 01, 2018, 01:03:44 PM »
I'm still wondering if it's better to get mostly cruisers or take a capital when fighting a station. Mostly against LP which are protected by huge fleet of junk, combat is starting with too few deployement point and you can't spam ships once you took half your deployement points for your flagship. Maybe I,m badly choosing my fights...
Choosing your fights badly.  If you can't find a moment to slip in and snipe the station while it's undefended, go for the hyperwave relays.  Pirate and Luddic Path bases are usually situated in systems where there are at least 2 hyperwave points, and there will always be relays or arrays in those points.  Salvage them or flip them to your own uses and a few patrols will go over to rectify the situation.  Repeat while undetected for all the other points in the system and the station will be left nearly defenseless - go in and destroy the pesky station.  Much easier without other ships interfering.

40
That could also change in the future once colonies and colony income get rebalanced. It could be more effective to remove your cores and take the rep hit after complying than pay an ever-increasing bribe.
Well, that also includes getting all of the facilities on that planet disrupted for 60 days.  Not good.

The better option by far is to replace any Beta and Alpha Cores with Gamma Cores, the Hegemony Inspection Fleet won't be the wiser - all they care about is the number of cores they get (typical bureaucracy, really).  However, don't try to remove even a single core before they arrive, they'll know and tear your colony apart same as if you removed all your cores.  You'll take a rep hit equivalent to the number of cores they take, but your facilities won't get disrupted and your more important Cores can be stuck right back in after the Inspection Fleet is finished with their business.

Complying with the inspection isn't a bad choice, really.

41
General Discussion / Re: How To Assault A Large Starbase?
« on: December 01, 2018, 08:07:46 AM »
Note that pather bases tend to be much stronger than pirate ones but yep, throw lots of *** at it :)

My recommendation would be to make sure you have at least 5-10 ships, not 1-2 big ones and pack long ranged hard flux weapons.
That way the ones getting focused have a decent chance to hide behind/get bodyblocked by allies(or even you).
In my experience, they might be more difficult, sure, but not to the extreme.  The only really tough addition Low-Tech Battle Stations get over Orbital Stations is the Citadel module, a module with considerable firepower made out of what I swear must be adamantium.  The PD Modules are knocked out pretty easily because there's no shielding.

But yeah, more ships is better in this case.  A target-rich environment means everyone takes less damage.

42
General Discussion / Re: How To Assault A Large Starbase?
« on: December 01, 2018, 07:09:15 AM »
I can't say how to assault Star Fortresses (I haven't yet had the pleasure), but Orbital Stations and Battle Stations are easy enough to assault with a few cruisers (at least 2, mainly to absorb fire) and destroyers in tow.  Bombers are definitely useful as well.  The key is to order all of your ships to get as close as possible to the station through the use of Full Assault and Eliminate orders.  The station massively outranges anything and everything in your fleet, no point in holding back any ships.

43
I too wish the default was not to comply.

Complying with the inspection is literally the one option I've never wanted to do, and I suspect most people are in the same boat.
Being able to set a different default would be very welcome.

For example:
"Give your administrator permission to allocate funds as necessary to resolve future inspections."
or
"Give standing orders to resist future Hegemony inspections by force, if necessary."
No, it's not always the best choice.  Why?  AI Core Inspections are 100% legal, as settled by law at the end of the AI Wars.  Resisting the inspection will lead to immediate hostilities between you and the Hegemony.  Of course, that might not matter if you're already hostile with the Hegemony, but not everyone is.

44
How do you define the rally point by the way?
Go into your Custom Production tab under Command and click the planet in the top-left corner of the window.  That's your resource collection point.

45
General Discussion / Re: About Military bases.
« on: November 28, 2018, 02:23:55 PM »
Upgrading your colony with Commerce with give you access to an Open Market that more often than not will have some military vessels for sale, if with a few d-mods.

But the real way you get military-grade ships, weapons, and fighters from your colonies is to order them via the Custom Production tab in the Command screen.  You'll need at least one colony with the Heavy Industry facility IIRC.  You can produce anything that you've gotten the blueprints for.

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