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Messages - Agile

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166
General Discussion / Re: My kingdom for an Atlas!
« on: August 16, 2019, 09:30:44 AM »
Also you can get the Underworld mod which gives the Pirates a battlewagon (which is basically a *** capital), but its better than a Atlas both in combat and in storage capacity, and only a bit more in price (550K on black market, around 300k for a Atlas).

Its great if you do a lot of combat and/or don't have a colony yet since your building your fleet.


167
General Discussion / Re: Sseth Tide
« on: August 15, 2019, 08:54:11 AM »
Simple but well done.

More plausible end game content and more easing into control schemes (outside of tutorials) and this would be ready to be a AAA+ game on Steam or GOG. Its already Factorio good, it just wouldn't sit well in those markets as a "unfinished product" label since consumers in those markets expect weekly, monthly at most updates, instead of yearly like Starsector is.

I don't quite agree here. The game has a lot of moving parts in it. It's a little bit tough to get into, and you have to be the kind of person who likes exploring and learning new things. I'd think it's too complicated and difficult to really get wide or popular appeal. This is a niche title for core gamers, hobbyists, and people who like to think. The good news is that this is generally a passionate and dedicated group of people that are underserved by wider society, so it's probably one of the best ways to build a consistent, amazing community. It's got a lot in common with Dwarf Fortress and Factorio, quality being among them.

The game, from what little I've tried of it, really is something amazing and special. It deserves a lot more attention and praise than it's been getting. This is some of gaming at it's absolute best. Great developers, great community, lots to do and experiment with in-game. I honestly don't think I could ask for more. It's just that this kind of game is a bit of an investment in time and learning for me right now, and when other things in life start to grab my attention, this might fall by the wayside.

I've heard the game doesn't have an autosave, so that's something to consider. I'm sure there are mods for that, though.

Both RimWorld and Factorio have decent tutorials for core mechanics.

Not saying Starsector doesn't, but some features (like colonies) aren't expanded upon. Nor is the economy really explained till you learn to play.

Im not talking "indepth" I mean the very basics, like the fact that starting up a colony will get you invaded by pirates very shortly, and expeditions later. Thats not explained in any tutorial (nor I think tooltip).

The fact that the economy is dynamic isn't really explained in any of the tutorials either, you kinda just stumble upon it after a while.

Everything else is pretty well explained, basics wise, and can be explored later for more advanced stuff.

168
General Discussion / Re: My kingdom for an Atlas!
« on: August 15, 2019, 08:11:11 AM »
Raid (worlds with heavy industry) for blueprints, then build it yourself.  Ship availability is usually solved by getting blueprints and building the ship, usually because you cannot get Prometheus 2, Legion XIV, and Remnant fighters that way.
You could do this, but its kinda mid-late, early-late game because to build it yourself you need an orbital works + nanoforge (which attract massive expeditions you might not want to fight), and other assorted issues (like needing an income source since preferably you will have a Military Base / High Command on your Orbital Works planet to protect it and the sector its in from raids, which requires another colony to pay for your imports / exports).

169
Mods / Re: [0.9.1a] Kadur Remnant v3.0.1 PUBLIC RELEASE 2019-08-14
« on: August 15, 2019, 08:08:38 AM »
Would not updating break anything?

I like all three mods being in a massive mod pack like it was before instead of this tbh, so if updating it splits the mods in 3 id rather not.

170
General Discussion / Re: My kingdom for an Atlas!
« on: August 15, 2019, 04:50:33 AM »
Independent military markets with high stability.

Out in space (you have to suffer some dmods for this).

Or raid a merchantile convoy and hope to RNGJesus that you get a Atlas.

171
Personally I think the junker fleet setup is the ideal setup.

Why? Because d-mods reduce deployment costs... which means you can field a bunch of effiecency overhauled cruisers + carriers (which eat up a lot of deployment cost) and actually be just as effecient if not more than those without d-mods, especially if you have a maxed out character with fleet logistics, all the industry skills, the EO hull mod, and have high level officers on all the crucial ships.

You can just roll over any opposition at that point since you have lower costs, more ships, and can afford to lose ships (because trading 1 for 1 usually gives you the enemy ship that you can then use yourself to repeat the strategy).

Double points if you safety override most of your d-modded ships; you can use them as battering rams like the Luddic Path.

Triple points if you have mods like Nexerline and Luddic Enhancements and play as a Luddic junker warrior on the war path.

172
General Discussion / Re: Missions Proximity
« on: August 14, 2019, 02:20:11 PM »
So far I've done bounties that are close by as well as explore the unexplored systems closest to the core worlds. Ended up nabbing an Alpha core, a Synchrotron Core, a Pristine Nanoforge, several medium/big weapons, several blueprints, lots of supplies/trade goods, and a XIV Legion.

I also found an abandoned research facility that was very close to the systems star though I can't get close to it as my fleet just automatically turns away for obvious reasons. Any tips on that one?

The stars automatically do damage to your ships and reduce burn level by a lot.

This, however, is circumvented by Emergency Burn, which keeps you at a permanent max burn for a while till the ability is over.

Emergency Burn your way to the station, grab all the ***, then get out; stars eat your supplies like no tomorrow due to massive ship damage.

173
General Discussion / Re: Missions Proximity
« on: August 14, 2019, 01:38:20 PM »
Yeah I have found Legions and Onslaughts in space before.

Rare but possible.

174
General Discussion / Re: Questions on progression
« on: August 13, 2019, 06:58:24 PM »
Yeah if you get salvage level 3, recovery level 3, and that other industry skill that allows recovery of equipment (forgetting the name of it but its next to recovery), then bounties are VERY good. Especially if you get a bunch of drone shepards and/or salvage rigs.

It gets you cash, a small rep boost, and a bunch of ships. The d-mods on them don't matter if you have the industry skills as they significantly decrease d-mod debuffs. If you manage to get the Efficiency Overhaul dmod in a market or drop and put that on all your d-modded ships, alongside your skill boosts, you essentially have a junker fleet that you can mass mob at enemies easily due to their deployment costs being almost quartered (this is SIGNIFICANT when you start talking cruisers / capitals).

This way, even if you LOSE your d-mod ships, its not a big deal. You can usually recover it easily after a battle. Heck, even losing 5 d-mod frigates doesn't matter if you suicided 5 of them to take out a carrier, which you now recover after the battle, which is a net profit.

175
General Discussion / Re: Missions Proximity
« on: August 13, 2019, 05:46:33 PM »
Exploration is cheap, though.

If your playing vanilla and did the tutorial, you get these ships on top of the ones you start with:

1x Dram (a dmod or two I believe)
1x Hammerhead (1 dmod)
1x Condor (1 dmod)
And the stuff you start with.

A fleet of this size and strength with the starting credits you have will survive everything but medium beacon sectors and surprise pirate deathfleets (yes sometimes you run into these).

Everything else will die to this fleet out in the Rim, including all automated defenses except for the sleeper ships.

Hence why exploration is considered the "noob friendly" way to get money and explore the galaxy.

176
https://fpdk.github.io/?s=0000102030405060708090|13001320304050607080|23001020334053|33031323334050

I rush a lot of the Industry skills as they make the game more forgiving and cut a LOT of costs.

Technology for the extra op, flux, and navigation, with ECM last.

Then Command for the fleet officers because getting 10 lv 20 + officers on a bunch of carriers / cruisers is insanely powerful; this is more mid-late game though, I don't bother early game due to cost constraints.

177
Discussions / Re: RTS Players
« on: August 13, 2019, 02:55:58 PM »
The AI is like RimWorld's and Dwarf Fortress's AI if you've played either game.

You select them to do something and they will do it to the best of their ability based on their skills and personalities.

The exact same thing happens in Starsector if you choose not to pilot at all and set autopilot to your flagship and just give orders.

Its a viable way of play but requires you to compensate for the AI's downsides (namely the fact that AI sucks with most phase and high flux using ships, but is great with low flux ships).

178
Yeah, usually I start a new game or completely abandon a colony if im attacked at early - mid game by a max level pirate base thats been allowed to build up because the player is the only one that ever hunts bounties (on vanilla at least).

179
Mods / Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« on: August 13, 2019, 01:59:04 PM »
I got the base mod working just fine and have been playing it without issue for a couple of days now. But I can't figure out how to add another faction to the game. Specifically ORA, SCY, and DIABLE.

I got the faction folders extracted into the mod folder of the game, I just don't know where to go from here.

I'm fairly inept when it comes to tech in general, so the solution is probably in front of me and I just haven't seen it.

When your creating a new game, there should be a Factions option you can click under Sector Generation or Faction Settings I believe its called. You can then enable / disable factions.

180
Suggestions / Re: Add at least one more industry slot
« on: August 13, 2019, 01:44:21 PM »
Having Military Base and High Command be a industry tax sucks when you find a AMAZING planet ... but there is only 1, no, or *** planets surrounding it, so now your stuck with a 75% goldmine planet that needs to be babysat if you colonize it due to a lack of patrols.

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